#2

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Black Panther [Avengers]
The original Black Panther in HeroClix was trash only suitable as a cheap Stealthy Outwitter. This one, OTOH, is one of the few pieces from 2007’s Avengers set to remain playable to this day, even outshining a much newer version in 2011’s Captain America set. The A vs. X LE has a high bar to meet to top this lord of the Wakandas.

#1

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Ultra Boy [Legion of Super-Heroes]
I’m a diehard Legion of Super-Heroes fan, and Ultra Boy kinda embodies the spirit of the group more than any other for me with A) his rambunctious nature and B) limited powers.
At first, I thought his dial should have reflected his one-power-at-a-time ability better by not giving him Impervious on the same clicks as Super Strength, but the character’s good at switching from power to power instantly. So the dial’s simple but accurate. I’m a little afraid they’ll screw him up in upcoming Superman + the Legion of Super-Heroes set. In any case, as much as I love running the Legion, I won’t if I can’t fit U-Boy on the squad.

#4

 

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Zauriel [Justice League]
I like angels, so this character was an immediate favorite from Grant Morrison’s JLA run that I was glad to see in the game. He consistently underperforms for me — somehow that 18 DV never has seemed to pan out for me, even when it was more exceptional that it is today — but he’s still a fave.

#3

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Veteran Steel [Origin]
With 10 range and solid stats/powers, this is still the best version of John Henry Irons ever made. And look at that sculpt!

____

Next: Heroclixin’s two favorite figures of ’07.

7
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Bronze Tiger [Justice League]

Although the set he came in has aged terribly, Bronze Tiger remains a good piece with solid skills (Charge with Willpower and Close Combat Expert, then Flurry and Reflexes later) even now. Not even the bad memory of two identical losses with him is enough to keep this Tiger off the list.

6
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Experienced Wildcat [Origin]

The 66-point boxer in the cat suit is the best of the REV, with Charge and 3 damage and double Regen. Ted Grant was a favorite during the height of my JSA completist era of collecting.

#5
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Unique Jakeem Thunder [Origin]
Similarly, Jakeem was a must-play for JSA, thanks to his first-for-the-team 18+ DV to share with team members and wildcards — or any ally, because it was matched with the Defend power. He also went a ways toward making my All-Black Everything team competitive.

 _____

The retrospective continues tomorrow with numbers 4 and 3!

 

OK. Hiatus is over. We’ll kick off the first week of the new month with the customary Top Ten list!

For this month’s Top Ten, Heroclixin’ takes another look back at its Favorite Clix of the year from a pre-blog age: the year 2007.

 

#10
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Veteran Cat-Man [Origin]
The REV represented the best of the rookie/Experienced/Vet progression, and the Vet was my favorite: A 64-point Willpowered Charging BCF fig with a long-click dial that can be longer still thanks to the Suicide Squad TA. Simply can’t run a Secret Six theme without him.

#9
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Devil Dinosaur and Moon Boy [Mutations + Monsters]
They were Giants. They were a Duo. They were even a double base. And the tail was POSEABLE. Really, how could this NOT be a favorite? If only the starting Attack Vaue weren’t such an anemic 9…that’s inexcusable for a 151-point figure.

#8

This sculpt, different dial.

Rookie Mister Miracle [Origin]
The first versions of Scott Free in ‘clix were all great. But this one rose to the top for me because the others were too expensive in their roles as tie-up and support. At 64, he’s great with Perplex, Super Senses, and Phasing to start, with Flurry just a push away. He’s actually better than he was thanks to the boosts to his full dial of Smoke Cloud and he still rocks a back half full of Leap/Climb, Willpower and Prob Control. Plus he fits on my Seven Soldiers team as a stand-in for the yet-unmade Shilo Norman, Scott’s protege.

___

Next time: Numbers 7 through 5

 

 

A while back, I listed my favorite clix of the 2010s after annually doing a top ten-or-so for each year since Heroclixin’s founding in 2009, and retroactively posted my picks for the years 2006, 2007 and 2008: my first full years as an active HeroClix player.

Now, to help mark HeroClix’s 20th anniversary, I thought I’d pick my faves of the figures released in the years before I started collecting but later quickly grew to be liked.

Here we go! (In alphabetical order.)

2002

LE Arthur Curry (Hypertime 138) (experienced Aquaman pictured)

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This could have been Vet Aquaman, the first single I bought. (It was during a trip out of town to celebrate my cousin’s graduation.) But I liked the slightly more subtle gameplay of this LE version of my favorite DC hero.

 

experienced Black Panther (Infinity Challenge 086) (vet pictured)

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The Rookie was the meta favorite (thanks to his ability back then to autonomously move into Stealth position and Outwit from 10 squares out — neither possible today), but this Experienced version with Blades/Claws/Fangs to fight with along with the Stealth and Outwit (no TA though) reflected the character best of the REV set.

 

veteran Blizzard (Infinity Challenge 090)

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11 AV was rare at this price (53 points), and so was Pulse Wave.

 

veteran Dr. Doom (Clobberin’ Time 075)

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With a sky-high 12 AV, Perplex to aid his printed 3 damage, his old Minions of Doom wild card status and two clicks of Mastermind, he was my first power piece, part of the lot that got me in the game.

 

unique Elektra (Infinity Challenge 144)

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I liked her more for the sculpt than anything. Also was my first Unique.

 

unique Flash (Hypertime 128)

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i’ve always liked Jay Garrick. 20 Speed Hypersonic! Who cared if he only dealt 1 damage?

 

veteran Hawk (Hypertime 087)  (experienced pictured)

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Once activated, he got you 12 AV with Super Strength. I struggled to play him on teams in those days before keywords.

 

rookie Invisible Girl (Clobberin’ Time 043)

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18 Defend was really high in 2002.

 

veteran Logan (Clobberin’ Time 069) (rookie pictured)

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Great pose, long dial.

 

rookie Mandroid Armor (Clobberin’ Time 007) (experienced pictured)

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Cheap TK and an early “Black box” fill-in. Pretty sure Rhodey spent time in this suit between his Iron Man and War Machine years.

 

 

2003

 

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 experienced Fatality (Cosmic Justice 053)  (rookie pictured)

A “Black box” fig, she offered Telekinesis and offense alike. The Experienced version I preferred was a flier as well.

There was an event where she was intended to be the mainstay of my team, but the judge secretly had a scenario where we had to swap our team with our opponent … and she wrecked my face.

“Thanks for building such a good team,” my young opponent told me after he’d won … the little snot!

 

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veteran Hand Ninja (Xplosion 009) (rookie pictured)

This generic has a surprising 8 range, making it the first I’d reach for in any ninja-themed force.

 

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LE Jane Foster (Xplosion 206)  (experienced Paramedic pictured)

Medics were a staple at this time (thanks to possible 6 healing and crater-low defense values to make the Support roll) and she was the best. It took me years to actually get her.

 

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veteran Johnny Alpha (Indy 021)

There’s that TK again. But he also had an uncommon 11 AV, making him a solid fighter.

 

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LE Little Sure Shot (Cosmic Justice 201)

10 range for 15 points? Yes, please. He was also a provisional member of my Black figure collection back before I realized he was actually a Native American character.

 

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rookie Lobster Johnson (Indy 034)

Stealth Outwit AND wildcard status gave him a place on many of my teams in those early days, when all three of those abilities were VERY powerful.

 

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veteran Magdalena (Indy 030)

Like a lot of characters from this set, she was a dull Stealth+Blades  piece, so she made my list more for her sculpt than anything.

 

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 experienced Major Maxim (Indy 053)

Cheap Stealthy Super Strength. And a great sculpt.

 

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 experienced Moon Knight (Critical Mass 026)

Stealth was much better then. So was Super Strength. And with his Willpower and Avengers team ability (which qualified him for the Thunderbolts feat a few years later), he was a good pick.

 

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 experienced Taskmaster (Xplosion 065)

High, high AV. And Stealth. And Wildcard status. All for an economical cost under 60 points! The only thing wrong with him was the non-iconic costume.

 

2004

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LE Cameron Chase (Unleashed 201)

I really liked this sneaky-good LE. On top dial, she was just a Stealthy Police TA ally, but a couple of pushes later (or if an enemy tried to beat her up) and suddenly she’s also got Impervious and/or Outwit. Pretty good for the 36 points back then.

 

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LE Catwoman (Unleashed 222)

Possibly the only good thing to come out of the wretched Halle Berry film is this tiny mini of her.

 

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 experienced Doctor Fate (Unleashed 071)

He squeaks onto the list by being a key part of my first-ever tournament win in Heroclix. I’d built a team based on the lineup from the JLA/JSA: Virtue And Vice graphic novel and piloted it to victory, partly on the strength of his long-range Probability Control and Energy Shield/Deflection. He was a key part of my then-JSA completion streak.

 

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veteran Havok (Mutant Mayhem 039)

At 44 points, this old vet version of Alex Summers was just a TK away from dealing a massive 4 damage, making him one of the giant-killers of his day. Hence his spot in this Top 10.

 

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unique Hulk (Ultimates 095)

Hulk SMASH! This sculpt is still one of the most beautiful things in HeroClix. And he was one of the first non-colossal figs to have a natural 6 damage on dial.

 

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unique Longshot (Mutant Mayhem 085)

With him being one of my favorite characters, I was really happy to get the lucky one into my collection.

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LE Manticore (City of Heroes 002)

This 10-ranged wildcard archer swiftly found a place in my heart, if not my competitive teams.

 

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unique Shazam (Unleashed 088)

Like Doctor Fate, he was part of the Virtue And Vice squad. Others preferred the more straight-up powerful Kingdom Come-based LE version of the Big Red Cheese, but this activation-clicked one was my jam.

 

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veteran Spider-Man (Ultimates 042)

This piece was all about the Pounce feat, which, for an extra 15 points, gave him a pretty staggering 10-square reach to bash someone with Super Strength (then among the game’s best powers) and land on his Super Senses clicks to stay a tie up piece the rest of the game.

 

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unique Superman (Unleashed 095)

Boy, did I used to fear seeing this across the table from me. He was fearsome from 10 range with 5 natural damage, but hitting him only turned him into a Hypersonic beast that was very difficult to deal with. Still one of the best Superman sculpts ever made!

 

 

 

2005

 

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LE Captain Mako (City of Villains 004)

Being an Aquaman fan, I always had a liking for the swimming characters. This shark-inspired baddie grew into a favorite.

 

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LE Ghost Widow (City of Villains 002)

A flying medic with then-way above average 18 DV, Poison and equivalent of Mystics TA, this City of Villains citizen found her way into my all-time hall of infamy.

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 experienced Invisible Woman (Fantastic Forces 074)
Early on, I valued nice sculpts and paint jobs more than playability, so this was my first favorite figure.
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veteran Marinna (Armor Wars 036)
“She’s still alive?”
Never got tired of hearing opponents say that as she soaked up damage down her ridiculously long dial. Surprisingly nice sculpt as well despite the nondescript pose.

 

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veteran Mr. Terrific (Legacy 018)

One of my favorite figs ever, I fielded him to great effect using the Protected feat (which gave the ability to completely negate a hit once per game — fitting for a character who uses holograms to fool attackers). He was key to my first tournament victory as well.

 

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unique Orphan (Fantastic Forces 091)

Was this the first Unique (the then-equivalent of Super Rare) I ever pulled? I think so. Mr. Sensitive here is a prime example of why I love HeroClix: D-listers like him get as much a slot in the character selection as the A-listers like Batman.

 

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veteran Spoiler (Legacy 003) 

Although her low cost (22 points) and contribution of Batman Ally TA for wildcard teams were the meta reasons for her being on such teams, it’s always been the sculpt for me.

 

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veteran Superman (Icons 048)

My first REAL power piece. I pulled him in my very first sealed event and … chose not to play him. Even at that early date, I’d become leery of tentpole figures. Later, this incredibly un-F.U.N. figure — one that began a long series of changes to the Hypersonic Speed power — would factor greatly into defining my F.U.N. focus for how I approach the game. But that year, at least, this was definitely a big favorite of mine.

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 experienced War Machine (Armor Wars 068)

This was the first kinda really OK piece for my Black team. Worked well with the old Thunderbolts feat that allowed Avengers symbol to pick any non-wildcard team ability for the duration of the game.

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 experienced Wonder Woman (Icons 032)

Like so much in the Icons set, Experienced WW here functioned as a budget powerhouse. Love the pose!

 ———
I was thinking of reviewing how these figs work in today’s rules, but opted to focus only on how I liked them THEN.
I might have a few more 20th anniversary Heroclix posts in me. Stay tuned!
In the meantime, what are some of YOUR favorites from the first three years of HeroClix? Post in the comments!

Once in a while I like to look back at the years I played this game BEFORE starting Heroclixin’ and identifying what were my top 10 faves in 2006 and 2007. Now it’s 2008’s turn.

For some interesting archival F.U.N., I’m including old review text I wrote when these pieces were newer — some here on Heroclixin’, others when I was a volunteer reviewer for Pojo.com.

 

10. Accomplished Perfect Physician (Crisis 044)

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From a 2012 Heroclixin’ article on the top medics in the game:

This member of China’s team of superheroes super functionaries is one of the better healers in the game with his starting 10 Attack Value and 17 Defense backed by Super Senses. A full dial of Leap/Climb enables him to easily get out of adjacency if based, and a mid-dial pair of Outwit clicks in between the Support ones make hitting him off Support a problem for foes.

He’s at the bottom of the list, though, because at 61 points, he’s really pricey for a medic to have only a  full dial of 1 damage despite his attack powers of Incap, Quake or Psychic Blast. Worse yet, his speed value is pretty poor; he might not be able to get where he needs to go!

Still, with a power on every slot, it’s not hard to be down with A.P.P. for a medic that can contribute a little bit more than just healing. He’s the #10 best medic in Heroclixin’.

I really liked the Great Ten and wish more of them had been made in ‘Clix.

9. Power Man and Iron Fist (Secret Invasion 058)

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At the time, I liked duos and these Heroes For Hire were a natural for the theme and mechanic. Sure, they lacked opening armor (Defend instead of the Invulnerability they had on clicks 2-4) and their Wallbuster SP didn’t quite work (only on MOVE actions, not the POWER action of Charge — not that their 8 Speed could use it that well, especially without Improved Movement), but they were a then-rare Indomitable figure, with wild card status (a FAR more powerful ability back then).

 

8. Spectre (Crisis 059)

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I wrote a whole review at Pojo.com:

STRENGTHS:
Man, where do I start. First, he’s a flying giant with a great 11 AV, 10 range and 5 damage. So even though he has Super Strength, he doesn’t even need it to start. But if he wants to get in close, his first Special “Ghostly Guardian” gives him use of Charge, of Phasing/Teleport and of the JSA team ability. So as dangerous as he is from range, he’s worse by far in close. 

That’s especially true in his mid-dial. He loses Impervious for Super Senses and Regeneration but becomes an Outwitter and gains Flurry and Poison. If he gets hit here, he’ll feel it, leading to…

“VENGEANCE!” His other special power, on the last 4 clicks of his dial, enables him to swap his not-bad 3 damage value for his enemy’s, and make it PENETRATING.

That’s awesome. Invulnerability and Steal Energy helps preserve him (here his giant form helps him make the close combat attacks that Steal Energy requires, and Vengeance makes the damage stick to activate Steal Energy). But if the odds look too steep even for him, Spectre can Phase/Teleport away with ease, no matter what enemy Outwitters try.

That’s because he’s got the Quintessence team symbol, rendering him immune to Outwit and pushing damage. And that’s a lot of strengths.

WEAKNESSES:
He’s a Giant and high-cost, so enemies can swarm and out-action him. Also, wildcards can’t benefit from his JSA TA special power, because they can only copy from those who actually possess a team ability…Spectre can only USE the JSA TA. Defensively, much of his mid-dial is very soft and his defense numbers grow decidedly mediocre for his point cost.

It’s been ages since I pulled this old favorite from the vault. I’ve collected most of the other Spectre figures in the game (all except the old 6×3 colossal, which I sold at least a decade ago) so maybe I’ll field an all-Spectre force sometime.

 

7. Black Adam (Crisis 053)

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Another Pojo.com review:

STRENGTHS:
An excellent 18 Impervious defense and 11 attack value with 5 damage are Adam’s big assets to start. Charge and Quake? …not so much, but it’s not terrible.
Better is Hypersonic and Super Strength on click #2, but it doesn’t last long, and by click 4 he’s Charging and Quaking again. One would hope he’s close enough to the fray for this not to matter so much…or better yet, that he’s still in base contact to put his “Power of Aton” power into play, granting him the use of either Exploit Weakness or Flurry in a turn. He’s still sporting either an 18 or 17 Invulnerability defense and 3 or 4 damage on these clicks, too. 

The late-dial sees Flurry and his first Toughness clicks. He also gains the self-Perplex power “Wisdom of Zehuti” to pump his AV back to 10 or his damage for near-certain KO of a weakened target (or his range (!) to 5 for a shocking surprise, so long as he isn’t on one of his many Battle Fury clicks). Finally, his last two slots end much as he starts: Charge, Quake, Impervious and Battle Fury, though with much lower (but not terrible) numbers.

All these overlapping power combos, while not the most efficient, do add up to Black Adam’s biggest strength: He has a way to put the hurt on both single big figs or on a lot of little ones. And he can do so on every click, so he’s more pushable by far than, say, Vet Icons Superman.

WEAKNESSES:
Unlike the Black Adam of old, this caped version starts with Charge, Quake and Battle Fury instead of the coveted combo of Hypersonic Speed and Super Strength. That’s not good. It may take Adam too long to get into the fight without a TKer (especially with no more soaring in Heroclix), and then he’d have to sacrifice the feats he needs to work in the 300-point tournament environment. A simple push gives him HSS+SStrength on his 2nd click with no stat penalty (including a preservation of his 18 Impervious), but this big fig has then sacrificed a precious click of life. There are ways around this problem (see CARDS), but it IS a problem that holds Adam back.

Always a bit overcosted. But still an old favorite that I’ve reacquired for posterity.

6. Frankenstein (Arkham Asylum 041)

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A mainstay on the Grant Morrison Seven Soldiers team:

Running Shot, Invulnerability, Blades/Claws/Fangs and Indomitable make this classic monster reborn a solid 98-point fighting piece in a Heroclix game. His starting 9 Attack Value makes him Friendly enough to run in less-competitive environments (and fear not; a single push gets him to double digit AV if you need it). And monsters just don’t come any Niftier than Frankenstein — come on, now! Plasticity, Close Combat Expert and Regeneration give plenty of options late-dial.

 

He’s since been remade, but this old fave still gets consideration for replay on the Seven Soldiers.

5. Namor (Secret Invasion 045)

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I wrote about him in this site’s “Atlantis Attacks” series of review articles:

This is the piece that showed everyone that Charge and Flurry are compatible powers. (Yeah, two of the Justice League Flashes did it first, but nobody cared.) He’s also the one that showed us a Flight character could be carried (as his SP grants him the Flight ability only, not the Wing symbol). Offering excellent defenses on the first half of his dial and massive offensive potential throughout, he singlehandedly made the Atlantis keyword competitive in his heyday and remains a top-flight bruiser for just 150 points. 

Still a superb Namor, though he’s been lapped several times.

 

4. Black Manta (Arkham Asylum 049)

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Another “Atlantis Attacks” review:

Also 68 points, this archenemy to Aquaman offers enough to the theme to possibly overlook his blood feud with the hero. The first-ever dolphin Transporter, he has 6-range Psychic Blast (later, Super Strength) and — and here’s the reason to run him if you’ve broken theme — “Pirate,” which grants him Perplex of himself or other swimmers only. He’s also way cheaper than his later versions appearing in Superman and the Legion of Super-Heroes/Legion of Doom sets.

He’s surfing on a shark with frickin’ laser beams. That’s Nerdcore enough to win him a high spot on my favorites of 2008.

 

3. [tie]

Superman (Crisis 100) and Batman (Arkham Asylum 099)

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Two early chase pieces that I used to love — and reviewed at Pojo:

STRENGTHS:

Man, where to start! He’s got “This is a Job for Superman!”, a full-speed version of Charge with a natural 5 damage! Better still is his “Leading the Attack” SP that gives him a free close combat attack every round, even if he’s got two tokens…which he will, often, because he doesn’t take pushing damage, ever (thanks to his Trait, which is uncounterable and uncancelable). 

 His stats are superb — even a solid hit for 3 (after his Impervious defense) knocks his DV up to peak 20, mid-dial! He also gains Hypersonic Speed at that point, making him quite dangerous. Late-dial, he remains mobile with Charge and hard-hitting with Close Combat Expert. But feel free to fire from range thanks to his Superman Ally team ability.

 While he’s quite the one-man-army, “Leading The Attack” also gives an AV boost to allies attacking the same target that round. 

 WEAKNESSES:

High cost and lack of Hypersonic Speed to start means he could get swarmed by foes, and even he can’t beat a well-balanced 400 point team alone — not with less than 60 points of help. Also note that he WILL fight alone — his nifty full-speed Charge bans him from taxiing help in or even using Super Strength. Worse still, his trait absolutely prevents him from pushing to HSS because traits cannot be countered or canceled. 

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STRENGTHS:

A Stealthy Outwitter, like just about every OTHER Batman, this one stands apart with his first Special Power “From Among the Gargoyles” that treats the edge of buildings like hindering and thus affords him much greater flexibility in the Outwit role. Even without a rooftop, the power grants both Charge and Leap/Climb, and his other SP “Dark Knight”  grants free Smoke Cloud when he lacks tokens so he can remain perpetually Stealthed until he acts in earnest. 

 But let’s face it; a 120-point character is for FIGHTING, not hiding. Batman’s no slouch there; “Dark Knight” also grants Flurry which, in conjunction with the Charge from his first SP, allows him to deal 6 damage in a single turn (and MORE once he gains Perplex on click #3-5)! Mid-dial, his 18 Defend can help teammates outlast attacks. End-dial Leap/Climb and Outwit can keep him alive and relevant. 

 Oh, and did I mention he’s Indomitable, too?

 WEAKNESSES:

He’s defensively barenaked and pricey (and dangerous enough to always be a prime target). 

 IN SUM:

This is the ultimate Batman, the guy who beats up White Martians and pulls the JLA’s fat out of the fire. If not for the excellent 75-point Justice League common Batman, this one would be THE Batman to play…which would be awful for most players due to his inaccessibility as a chase figure. 4.5 of 5.

I had to sell these to help pay my mortgage in the Great Recession. Have since reacquired them in these better days (despite pandemic).

 

2. Iron Man (Secret Invasion 021)

Also known as the Robert Downey Jr. sculpt.

Also known as the Robert Downey Jr. sculpt.

I wrote about him during the Iron Campaign, early in the life of the blog.

Great numbers on Attack (11), Defense (18) and Damage (4) almost make you not care how expensive he is. Then you see his Special Power “Extremis” granting him Perplex, Outwit and Super Senses all together for the first third of his dial. Quite simply the best Iron Man to date, SI Iron Man makes the Stark Industries theme build viable in an unprecedented fashion. Feats that work: Brilliant Tactician fits him, well, brilliantly. It’s hard to recommend much more on top of that, even though Outsmart, Coordination and the Avengers feats Thunderbolts and Alpha Flight are great fits as well.

Is this still my favorite Iron Man? Even at 188 points, I think so.

 

1. Crispus Allen (Arkham Asylum 101)

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On Pojo.com:

STRENGTHS:
Outwit + 4 damage + 11 AV seems to equal frontline fighter, especially with double-target Incap. A few clicks in, he’s got damage reduction in Invulnerability and Impervious along with a peak 12 AV that never drops back to single digits. Also check out how his Plasticity + Phasing combo Special Power, “Vengeance Comes” allows him to come and go at will while holding foes down. That works well with “Your Powers Will Not Save You” which allows him either normal Outwit or the ability to counter all normal powers of 2 adjacent foes…no Line of Fire needed, apparently! Late-dial, he gets the potent combo of Flurry and Blades/Claws/Fangs. Mystics TA, too.

WEAKNESSES:
Riddled with them, actually. He’s defensively soft on both ends of the dial. He’s not likely to get damaged past his “hard” clicks, but still. No move/attack abilities (or Quintessence or Indomitable or even Willpower) is a big weakness for a tentpole-priced piece like him. And his 2nd click is REALLY terrible: his sole single-digit AV, NO defense powers at all, and his damage is halved to 2. Makes him particularly un-pushable to start.

IN SUM: 
Nothing at all like the Common figure he shares a sculpt with, Crispus Allen looks like a fun piece to run. But despite his vast power, he’s not necessarily going to hang with his weight class all that well. 3 of 5.

In addition to being a key addition to my “Black box” of Black characters in clix, he’s also one of the Spectre collection that I mentioned elsewhere in this list. But 197 points has always been an awful lot of points.
 That wraps up this series of annual favorites that predate Heroclixin.com. But what about my retroactive favorites from the years before I started playing regularly in mid-2005? That’s going to be the subject of an article or series in 2022 … the 20th anniversary of HeroClix the game.

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)

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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)

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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)

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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)

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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)

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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.

In principle, legacy cards are a F.U.N. way to bring some old fan-favorites back into Modern/Silver play and rework some old figs that never really worked right before (or don’t anymore due to rule changes).

In practice? Well, let’s see.

By set number:

———

L004 GHOST RIDER
(2099 Collector’s Set, 2006)

2099 GR 004

THEN: “Being a double-based (read: no TK on him) figure with middling range, AV and speed will make Ghost Rider a tough figure to win with. He’s a 3rd-line attacker/taxi best suited for 400 point games behind (or carrying) better fighters, nothing more. Fortunately, he’s not PRICED to be anything more.”

…Is what I wrote about him at the time, long before this blog was even started. 60 points for this was too much even then. Only Future and Robot keywords were retroactively given to him.

NOW: Adding Monster, Mystical and Police to his keywords, Kenshiro here can go on a lot more teams. More to the point, he’s gotten a Pilot trait to have access to a Future piece’s or another Ghost Rider on the Sideline’s attack or damage powers — very helpful for him since he has neither to start naturally. Another trait allows him to replace his terrible 9-or-worse AV with the Sideline piece’s AV. And if the Sideline fig’s chosen click has any of the same powers that’s showing on Ghost Rider 2099’s dial, all his stats are boosted. A final trait, Spirit of Vengeance, gives him penetrating damage if a foe triggered Mystics damage. Cost trims to 50 points.

F.U.N.? This is a good choice for a legacy card: taking a fairly terrible piece and making it at least workable.

AM I GETTING THIS? I got this figure in Heroclixin’ board member Tim’s collection. But it’s not a priority for me to find the card.

———

L020a JACK O’LANTERN
(Civil War Storyline, 2016)

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THEN: He was an anti-Stealth Energy Explosion piece with decent 11 AV but poor 16 DV and got Earthbound/Neutralized late in his short 5-click dial, taking away even his targeting. Keywords of Pro-RegistrationSinister Syndicate (and TA)Skeleton Crew and Thunderbolts weren’t enough to make him any good outside of sealed. And not really there, either, if you had anything better.

NOW: His old 52-point cost drops to 40 and he swaps his Pro-Registration keyword for Monster. A new trait makes him effectively respawn instead of getting KO’d AND deal free damage to an enemy in range — no LOF needed.

F.U.N.? As bad as the original was, this new version redeems it a lot without making it too good.

AM I GETTING THIS? I have this figure and will make it my go-to version of the character.

———

L034 SATANA HELLSTROM
(Amazing Spider-Man, 2013)

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THEN: For 82 points, you got a weak Charge fig (8 Speed, 10 AV, 17 DV, 2 damage) whose “Soul Collector” attack SP didn’t work on targets with anything better than Toughness (see the 2 damage) and she could never benefit from her damage SP “Soul Shrivel” that nerfed her hit target’s stats until her next turn. She got Prob Control and her SP’s Steal Energy rider could maybe come in handy (and is probably why she didn’t make my Worst of 2013 list), but she was never much good, not even for her Howling Commandos, Mystical, S.H.I.E.L.D. or Thunderbolts keywords.

NOW: She gets new mostly keywords of Heroes For Hire, Legion of Monsters, Monster, Ruler along with her old Mystical and Thunderbolts. Her attack SP is now Smoke Cloud that deals fire damage after a turn, friend or foe. Steal Energy is traited now; same trait also gives a 50% chance of making her Fire/Smoke token follow an opponent who tries to escape it. Her new damage SP is 4-6 Shape Change.

F.U.N.? Trimmed to a svelte 50 points, this Mystics character has some meta potential with her no-roll damage.

AM I GETTING THIS? I originally cycled her out of my collection in an attempt to purge it of “demonic” pieces. I reacquired the fig. We’ll see if the card finds its way to me.

———

L042 JENNIFER KALE
(Secret Wars Battleworld, 2018)

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THEN: Mystics, Leadership, Support and the ability to give Regen to friendlies with “Man-Thing” in the name was what 40 or 33 points bought you. Well, that and her “Untamed Weirdness” trait that kept foes from getting stat boosts against her.

NOW: She gives the anti-stat boost to all teammates within 3 squares and her keywords (Battleworld: Weirdworld , Midnight SonsMysticalRuler and one new one: Champions) to Man-Things. One of her traits also has this interesting wrinkle: she can effectively quasi-Mastermind to any allied Man-Thing, placing it next her from anywhere on the map and possibly making the whole attack null because unlike MM, it doesn’t make the Man-Thing the HIT target. So an attack that succeeded against her might fail against him/it. Her SP, which used to give her Leadership and Support, now lets her copy enemy bystanders when generated in her 6 range.

F.U.N.? This now 35- or 30-point fig is clearly made to work with Man-Things, which, in Modern, are a single Super Rare and a SR legacy fig. Looks like wild F.U.N. anyway.

AM I GETTING THIS? I own two of this fig. Eventually this card may come to me.

———

L043 BLACK TALON
(Deadpool, 2014)

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THEN:  Black Talon had friendly Mind Control, a very powerful effect — and one even more potent if he was played with or pitted against Monster keyword figs cheaper than his 60 points, as he could triple target them. In addition to that SP, his trait could first pull a KO’d enemy next to him at full health and try the MC for a single action. Also had Charge+Blades for when MC was not feasible. Keywords: Lethal LegionMasters of EvilMystical.

NOW: His trait and SP essentially swap: He has trait Mind Control (which now works with Charge; it didn’t back in 2014) and his SP can bring any fig, friend or foe, back to life for one move and one attack before dealing Black Talon 1 damage — no dicey MC attack needed. He gains no new keywords and costs just 45 points now.

F.U.N.? This piece is not very survivable — 16 Toughness is trash — so his meta presence may be low. OTOH, that is one hell of a trick.

AM I GETTING THIS? I’ll.be glad to try him in Modern again. And, of course, he’s a Black character, and I’ve aimed to get every single one.

———

L046 GHOST RIDER
(Amazing Spider-Man, 2013)

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THEN: This piece topped Heroclixin’s Top 10 that year:

… sometimes, even within the limits of design, you still get that one nigh-perfect figure. And in 2013, Ghost Rider is that figure.

  • Well-armored with Invulnerability and 18 DV
  • Well-priced as a tentpole at 145 points, leaving ample room for a secondary fighter or supporter or both
  • Armed with lots of mobile attack options with good AV
  • Able to get in attacks and damage every turn via a) Indomitable, b) his Living Hellfire Chain SP and/or Poison and c) the Heroes For Hire ATA, if so equipped
  • Bearing the Mystics TA to deter a lot of attacks
  • Able to taxi his help as a Transporter.

This is a piece with no weakness. No blind spot. Nothing that requires a relic or resource to truly cover. And it’s deservedly the top piece of last year.

Time has left him behind in several respects — Transporter is no longer a thing, ATAs are history, his once-impressive stats would better fit a much cheaper dial. But it’s still one of the better Ghost Riders ever made.

NOW: It’s a much cheaper dial (80 points) with some key losses: No more IM: Elevated or Transporter Hypersonic Speed for this biker. He adds Vehicle to his original ChampionsHeroes for HireLegion of MonstersMidnight Sons and Mystical keywords for all the shenanigans that unshelved keyword can do now. His Attack SP, which now has Poison, still allows him to FREE damage a nearby target, but now THEY have to have 2 tokens instead of HIM. His damage SP later in his dial buffs his slackening AV with CCE and Prob. And no Heroes For Hire ATA to get a conditional one-time, no-cost attack anymore? No problem: his “Rider For Hire” trait is a FREE one-time attack.

F.U.N.? No longer the meta force at all, he’ll be in the back of the pack when the bikers roll out. But still able to keep pace.

AM I GETTING THIS? I never owned this and Ghost Rider’s never been a favorite of mine. So I skipped the Play At Home kit this card comes in.

———

L047 MAN-THING AND HOWARD THE DUCK
(Amazing Spider-Man, 2013)

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THEN: This duo was unwieldy even for duo standards. At a staggering 152 points, they had lowish damage (just 3), no moving attack until well into the dial, and once they did, their defenses flagged a LOT — and an attack SP barring them from being targeted from range came late dial and so was nearly useless except to maybe buy time to run and Regen. Having traited (and thus then unOutwittable) Perplex was nice, but an opening SP keeping even friendlies from modifying their stats meant … well … I am really wondering now how they didn’t make my Worst of 2013 list.

Oh, now I remember: They had Transporter, meaning they actually DID have moving attack ability — like, the LITERAL Move And Attack ability (When not adjacent to enemies, Hypersonic Speed but with -2 attack). At least they had Mystics TA. Still not good enough for any of their keyword themes: AnimalBruteDefendersMysticalPolitician. Waaaugh!

NOW: They get the byzantine-looking new Pilot trait, where a Sidelined Howard the Duck or other Animal keyword can give this fig one of their standard attack or damage powers and then drop onto the map for a single click of life if the duo is KO’d. This time, they really DON’T have starting moving offense. But they get Defenders TA now, and the opening SP is Prob Control that offers a free attack if a friendly fig missed the reroll. They also do penetrating damage on this SP.

F.U.N.? At 80 points, they’re no longer priced like a main attacker. And with extra keywords of CelebrityLegion of MonstersMidnight SonsMonster and Vehicle on top of their original five, you’ll find a F.U.N. team for them somewhere.

AM I GETTING THIS? I used to own this but it’s not worth it to me to reclaim it.

———

L049 TWO-GUN KID
(Avengers, 2007)

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THEN: One of the first-ever SRs, his “Fanfare” attack SP — essentially ranged Flurry but only against different targets — looked good on paper but in practice … wasn’t good. It didn’t work with his old HSS-lite transporter ability and he didn’t have the Willpower he needed to use the SP. Later, a speed SP gave a +2 speed when not carrying. Avengers TA gave him Autonomous MOVE action and his keywords were Avengers and Past.

NOW: He gets the Vehicle keyword as well. That maligned attack SP is now “Two Pistols Or The Lariat” — heavily beefed up into TRUE ranged Flurry with Precision Strike and +1 damage (the pistols) OR a RANGE that deals 1 damage and a token to all foes in range and LOF (the lariat). His other SP is full-speed Running Shot with Flight and IM:Characters. Not bad for a shaving from 50 points to just 35 — or a very svelte 20-point line that actually STARTS with the speed power. AND he’s got traited Prob??

F.U.N.? This is how the West was won, clearly. Quite an upgrade.

AM I GETTING THIS? I have this dream of running all cowboys. So I was happy to get this card.

———

L053a HELA
(The Mighty Thor, 2017)

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THEN: At 150 points, she was always a lot for what she did: Phase into position and, well, sit there until next turn while she get Outwitted and shot. Well, OK, she had a trait that healed her and created a Warrior Soul pog with Blades and stuff when non-pogs got KO’d. And a mid-life speed SP: 2-bolt Mind Control with 9 range (better than her printed one-target 6). And a late-dial Exploit Weakness+Shape Change SP that could auto-KO on a critical close hit. Mystics TA wasn’t enough to really help her.

NOW: With Monster added to her original AsgardianDeityMysticalRuler keywords, she’s only 95 points — no longer having to do tentpole work for a standard 300-point build. Her self-healing trait still triggers on KOs (of standard characters only) but now generates Grave markers instead. Then she can POWER generate a full-health Zombie (Wheels of Vengeance 006) on them. Her Mind Control SP no longer boosts her range but now deals 1 extra damage to every target hit in the whole MC action! Finally, her last SP is reworked to nix STOP clicks and deal the victim’s click number if it’s higher than her natural 3.

F.U.N.? That last SP could make her mean. And she could play well with other Grave marker makers like Black Lanterns or certain WoV pieces. But even at under 100 points, she’s still a little hard to use. So this is pure F.U.N.

AM I GETTING THIS? Heroclixin’ board member Lenny keeps wanting to match his Asgard team against my Asgard enemies ones. So I will be saying Hello to Hela.

———

L054 DAREDEVIL
(Earth X, 2020)

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THEN: This was one of those “don’t die” pieces that was a difficult KO, with four dials you had to dig through one at a time — and he cheated death as long as 3 sixes weren’t rolled. With IM:Elevated, a Hypersonic dial, a Charging dial, a Blades dial and a Plasticity+Poison dial, he was a problem all his 60-point life. Good thing he was a unique and couldn’t be Masterminded. His keywords were limited to Celebrity, Earth X and Mystical.

NOW: They made him less “666”-ish and more the stuntman. Like before, he can pick his start line. But now he’s only 30 points … or 20 … or 10 … and can cheat KO once for each 10 points and sacrificing those 10 points, with a 1-in-6 risk of getting an action token (but much better odds of being Immune for a turn). Meanwhile, he’s still got those dials at his disposal, along with Super Senses now for defense. (Still no Masterminding onto him.)

F.U.N.? This whole review took a while because errata needed to clear up a NUMBER of issues. A) His new keywords are AsgardianDeityMonsterMysticalRuler? You mean HELA’S keywords?? This is clearly a mistake, one that was not cleared up with the errata that only arrived last week. Also, B) the legacy card lacks his old unique status, which seems like a another massive mistake because this piece could have been grossly meta as a point denial and/or don’t-die fig. But fortunately, C) the errata closed a loophole that could’ve allowed Daredevil to never surrender points, even on KO. So that lack of Unique status no longer seems so troublesome.

AM I GETTING THIS? I collect Daredevils so I’m glad to add this card to the roster.

———

L059 WITCH QUEEN LE FAY
(Secret Wars Battleworld, 2018)

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THEN: This was a weirdly bipolar piece. At full cost, she had a speed SP granting EVERY standard speed power except Stealth and Earthbound. That offered some great combos like Charge+Flurry or Running Shot+Mind Control. The risk: She lost this power for good if she ever missed an attack. Even her Pulse Wave, traited Perplex and “Untamed Weirdness” trait that barred stat boosts against her weren’t always enough to help her land those must-hit shots. She needed to be more dependable at 150 points to not be totally dependent on her Mastermind to save her. Meanwhile, at her lower line of 100 points, she lacked that SP entirely, relegating her to weak Sidestep and then-middling 6 range but with the Prob Control and Impervious she really needed at top dial, too. At least she also had traited Leadership. Keywords were Battleworld: WeirdworldMysticalRuler.

NOW: Slimmed down to 100 points, she keeps the same keywords and her anti-stat-boost trait but loses a trait that used to give +2 Perplex targeting “Battleworld: Weirdworld”-keyworded allies. Instead, the trait generates a Skulldugger pog (11AV Charge+Flurry with Skrulls TA) on Leadership rolls — useful for fighting and her Mastermind. And remember how her SP offered the potential RS+MC combo? Now, that’s all her new SP is, aside from a rider nerfing enemy Battle Fury in her range. Her 60-point line is better than ever thanks to smaller maps.

F.U.N.? This is a fine fix to a fig that never really worked before.

AM I GETTING THIS? I have had one for ages with a missing original card. Now I can finally play her!

———

L059a HAMMER
(Deadpool & X-Force, 2017)

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THEN: This was one of those pieces that could deal mass damage to a clumped set of targets — especially bearing Ranged Combat Expert, which back then could +2 attack OR damage. More than made up for the fact that this flier couldn’t carry same-size pals. Very good for 50 points, he also offered SHIELD TA and Enhancement. Keywords: were only Six Pack, and Soldier.

NOW: For exactly the same price, he loses ANY carry ability and his old mass-damage attack SP. Gains? Pick an attack power. Traited Super Senses that ramps with each attack of the turn. Leadership+Outwit SP with the ability to Earthbound a target within 4. And the Vehicle keyword.

F.U.N.? This is a rare time when the old piece might be more playable. But the new one is more versatile and, consequently, more F.U.N. for us.

AM I GETTING THIS? I own every Black character in the game, so yeah.

———

L062 IRON MAN
(Avengers Assemble, 2015)

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THEN: Originally a whopping 270 points, this non-flying monstrosity’s worth was all in his durability. He had a trait that gave him (then) unOutwittable Invulnerability at worst and straight up damage nixing at best on a d6 roll. He also started with a Pulse Wave+Force Blast SP, a combo that’s still good today, and his damage SP “Give Me All The Cameras” that granted Outwit a lot of Improved Targeting. A late dial Speed SP offered a Flurry-but-range-attacks effect and he had Sharpshooter (a limited version of IT:Adjacent). A rare Iron Man that couldn’t fly, though.

NOW: Highly discounted to just 120 points now, he loses all that special damage reduction for mere traited Energy Shield/Deflection+Impervious, leaving him open to Outwit. But at least penetrating damage is no longer a problem, via the same trait. His starting attack SP makes a shift to EE and Penetrating/Psychic Blast (since PW isn’t big damaging anymore) and his damage SP offers the IT plus the choice of Outwit or RCE. That late speed SP switches to Leap/Climb, Sidestep and Force Blast. Same keywords: Armor, Avengers, Scientist, Stark Industries. One gain is the Avengers TA.

F.U.N.? This card, designed by Daniel Powell, takes an unwieldy old piece and brings it up to date. Not meta. Pure F.U.N.

AM I GETTING THIS? I used to chase after every Iron Man suit variant, but I mostly quit after the TabApp sculpts were so dumb-looking. I still looked for this one, hoping to score it for a super rare price rather than a chase-level price tag. And I’m glad I did.

———

Whew, these reviews get harder and harder. And my hopes that WizKids fixes their QA problems remain unanswered.
But thankfully all these cards have been readily available. Nothing like the somehow super-scarce pair of cards in War of the Realms.
Next up: Top 10 of the year lists!

Young_Avengers_-_Logo

Been a fan for some years. But they were no good for years. Paraphrased from a Heroclixin’ article from a few years back:

  • Giant-girl Stature [Avengers 011] lacks even the basic giant-size brick powers of damage reduction (ANY!) and her AV is possibly the worst overall in the game for 50 points.
  • Iron Lad [Avengers 030] is a design fail: While his AV is appropriately low, he ought to have much better damage numbers.
  • Hulkling [Avengers 009] is a hulking mass of powers wasted on horrid combat values.
  • His BF Wiccan [Avengers 047] is the useful one but like his mom Scarlet Witch, he’s underpowered.
  • Patriot [Avengers 010] is poor at tie-up. No range. Can’t be carried. Leadership too low. Short-lived with poor DV. Good at nothing, really.

So it was great to see these five remade — and well — in Civil War SL set. It’s been even better to see more characters added to the lineup in the forms of Loki and Miss America.

Heroclixin’s going to look at what each Young Avengers piece brings to a pure Young Avengers squad, in order of each character’s appearance in the game. We’ll also look at ATAs and Feat cards that work for point filling and whatnot.

———

HULKLING

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Half-Kree, half-Skrull and all-gay shapeshifting bruiser of the team.

 

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Hulkling [Avengers 009] 72 points

While many of the old YAs get a little new life on a modern squad, I don’t know that this Hulkling is one of them. His only use is as a meat shield. Not worth the 72 points. Though first in this review, he’s the first to drop if you need build room.  CARD THIS TEEN: Too costly for added stuff, really.

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Hulkling [Civil War 027] 90 points

New Hulkling, on the other hand, is a must-play. Indomitable 18 DV Invulnerability and traited Shape Change mean he’s a far more survivable brick than his earlier incarnation, especially as down his dial he gets a SP granting Wing symbol and free breakaway. But what makes him a key fig is the +1 DV buff to all adjacent Young Avengers, giving new life to older pieces with the keyword. He’s also Wiccan’s bodyguard, allowing either of those figs to Mastermind to him. CARD THIS TEEN: Traited Shape Change makes Camouflage a good added 8 points.

———

PATRIOT

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Grandson of the first, black Captain America.

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Patriot [Avengers 010] 38 points

Though he’s still a mess of a piece, he’s also the by-far cheapest available for the keyword. On a modern team, use him to handle special objects you want moved about or safeguarded (for example, with the amount of Super Strength on the YA, you might wish to run the Generator or Dumpster special objects). Push him to Leadership and get an extra action for the squad. His stock rose after the 2017 rules allowed him to Leadership tokens off any Young Avengers allies.

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Patriot [Civil War 021] 60 points

Heroclixin’ raved about this one shortly after his release:

Once one of Heroclixin’s top needed remakes, this new version of the Young Avengers’ leader is just what we wanted. A Leadership figure for his team. A secondary attacker. Indomitable. A new favorite.

But I’ve been surprised just how key he’s been in every game I’ve run him in. First, his Leadership: Even before the 2017 rules, he could remove tokens off any Young Avenger via his trait. Second, he’s a solid cleanup puncher, or that one guy you need to bust a wall for teammates to shoot past. He also gets CCE and Flurry later. Third, he’s got Indom to help the YA keep the pressure on.

Truly an effective figure that plays better than he looks on paper. CARD THIS TEEN: Contingency Plan is great on trait Leadership.

———

STATURE

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Daughter of Scott Lang, Ant-Man.

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Stature [Avengers 011] 50 points

She was always best at tie-up with opening Plasticity and a 7-click life. Now her best role is as giant, cheap taxi, mobile blocking terrain and object safeguarder (never, EVER use her to attack with an object. With her 8 AV, you’d just be wasting the precious object). She’s especially good for blocking lines of fire to new Stature. Speaking of whom:

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Stature [Civil War 041] 80 points

She hits for a wallop and has an even longer dial but the self-sacrificial nature of her trait — become Colossal, gain +1 AV, take a click — can backfire horribly. Use her as a taxi (her sorta boyfriend Vision is the best fare) and blocker to until it’s time for her to strike with Charge, 10+ AV and 4 damage Super Strength. Mid-dial, she gains Willpower and Plasticity and ends the dial with Barrier, but her lack of armor by then, coupled with her being a colossal target, means she’s unlikely to live to use any of those powers. CARD THIS TEEN: Protected is OK on her as she approaches the battle and gets shot at because her trait to go colossal allows her to stay active at need.

———

IRON LAD/VISION

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Once a young Kang from his pre-conquerer days, now an AI copied from the memories of Iron Lad within the original Vision’s repaired body. 

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Iron Lad [Avengers 030] 75 points

While his Invulnerability + Shape Change is a decent defense, his opening 9 AV without so much as Running Shot is unforgivable. He’s got to PUSH to the gray Speed power. And his DV is only 16, slipping to an anemic (even by 2007 standards) 15. He’s another to use only to hold objects in safekeeping for other, better fighters. Strictly for huge, “Let’s Play Every Single Young Avenger from Every Timeline In This One Game” themes.

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Vision [Supernova 063] 137 points

He got the keyword retroactively. But he’s more of an adult, veteran Avengers Vision. Very long-lived (9 clicks, mostly armored), he’s nevertheless a mess offensively. 10 range is wasted on 2 damage, though bearing Perplex. He doesn’t get his trademark Phasing until click 2 but loses Invuln. Just not worth the cost even a little bit.

cw013

Vision [Chaos War 013] 95 points

This version of the synthezoid is a marked upgrade, both Indomitable and able to SP Charge as a double power action through walls and characters. (He also has normal Charge and Stealth in this SP.) His Toughness feels a little soft for the points and his 3 damage is light. Mid-dial, he hardens to Impervious and gains 2 dmg Exploit before ending with Super Senses and Phasing. He’s OK. But just OK.

Vision [Chaos War 205] 130 points

Nearly matching the price point of the oldest Vision with the YA keyword, this one at least brings some offense with Penetrating/Psychic Blast and some armor in 18 DV Invuln. Too bad his Speed SP is just Phasing and a silver bullet enabling him to shoot past Shape Change and Super Senses. It’s hard to decide whether to push to click 2 for the Perplex, even if he loses DV and speed and penetrating damage in the process.

Basically, all these pieces should be ignored except as point filler for “Every Young Avenger Ever” teams. Instead, go with this:

cwsop003

Vision [Civil War 003] 80 points

The cheapest of all the YA Visions and better by far than his Iron Lad persona. He’s still missing the early moving attack to be the fighter he should be, but he’s really here to synergize with Stature, granting her, via trait, +1 to both her and his AV. He’s got 5 range PPB and a choice between 18 DV Super Senses or 17 DV Invuln. with Super Strength.

Remember when we said Stature is best as a taxi? Well, he’s her best passenger.

———

WICCAN

YA_Wiccan

Somehow the son of Scarlet Witch, with reality-warping powers

av047

Wiccan [Avengers 047] 54 points

He’s so overshadowed by his remake that you only have him on an expanded modern version for one thing the newer one lacks: his Enhancement. That might be well worth running if you have any shooters on the team. Being able instantly push (via his otherwise unnecessary ability to taxi more than one passenger) from that to 8-range Prob Control is another benefit.

cwsop031

Wiccan [Civil War 031] 90 points

But this version adds so much more even at a hefty cost increase. No need to push to Prob or Support; he starts with an SP granting both along with Outwit and Perplex. Another SP gives him Mystics TA for his early clicks and a third SP shifts his ESD DV to that plus Barrier and Toughness. And he has a trait to carry up to 5 Young Avengers (excluding the giants and fliers). There’s so much here that it’s easy to forget it all.

 

———

HAWKEYE

0ee0c1d5bc53f5ca757dd67762b45c45

Socialite teaches herself super-heroism

si023

Hawkeye [Secret Invasion 023] 57 points

At under 60 points, she doesn’t break the bank, but this 2008 fig hasn’t aged well. While 8 range Running Shot and Willpower are welcome, 9 AV and 16 DV and 2 dmg are not. Her self-Perplex is far too necessary. If you field her, make certain you have Enhancement on board as well.

avas018

Kate Bishop [Avengers Assemble 018] 86 points

Hey, look…Enhancement. And two target Incap. And Shape Change if she’s next to a friendly. At her cost, I don’t know that her Sharpshooter ability is worth it with only a 10 AV and 6 range and 2 damage. But 17 ESD makes her a lot more survivable than her Secret Invasion predecessor.

Kate Bishop [WizKids WK17-008] 70 points

This very latest Kate boasts the Willpower of her first incarnation (with a grateful nudge to 17 DV), the two targets of her second, and buffs her AV to 11 and her damage to 3. She also has a SP granting RCE or CCE to truly make her an offensive linchpin of a squad that generally doesn’t have more than a 5-square swing.

———

But here’s one of the exceptions…

SPEED

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Speedy. Also somehow the son of Scarlet Witch.

cw021

Speed [Chaos War 021] 55 points

There’s no other starting HSS on the team, so despite his low AV, DV and damage values, he’s got a use. He can harass the enemy back line or back up your linemen once they land on Empower or Perplex clicks.

———

LOKI

d72d6f9d51d6225cbd4d750b1e2a1a56

De-aged trickster god of lies

wkM-027

Loki [Wizkids M-027] 115 points

The YAs are, by and large, low-powered C-grade figs. Not so with Loki here. He can headline this force somewhat.

First, he’s a hard-to-tag target with 18 Super Senses + trait Shape Change and immunity to being seen in plain view by foes under 151 points unless they’re Mystical or Deity or Asgardian or he’s pushed. Which he shouldn’t be because he lacks Willpower. If they do hit, they’ll take Mystics damage and he may land on one of his free-reroll Regen clicks.

Second, he’s offensively solid as just one of three YAs with natural 11 AV. He sports 7-range Mind Control and Incap with two arrows and Prob and traited Sidestep to stretch that range a bit further — and 3 damage. Late dial he gains SP Blades/Claws/Fangs that’s max 4 damage but can be penetrating (if you clear the target of action tokens) along with Perplex.

He’s a bit of an odd fit compared with the rest of the team, but is ultimately a boon. However…

Loki, Agent of Asgard [The Mighty Thor 050] 60 points

tmt050

At an extreme discount of 55 points, maybe you go with this version of the little liar. Being a Title Character, he’s a lot more complicated to use as Plot Point abilities require making attacks to keep from taking damage. But with 7 clicks of life guarded by opening Stealth and Reflexes, he’s a difficult KO — especially given his Plot ability to freely heal up to 2 if he can dodge being hit after activating it. He can also Plot away enemy Prob and Perplex for a round. And with Exploit to start, followed by Blades on the back half, Loki can indeed do a little fighting.

———

MISS AMERICA

America_Chavez

Kicker of butts and time/space fabric

MV17-003_MissAmericaChavez_HiresRender

Miss America [WizKids WK17-009] 95 points

With 9 Charge, 11 AV Super Strength and 18 Invulnerability, America is a slightly beefed up brick compared to Hulkling, though she lacks his Indom. But her contribution to the squad is her trait that allows her to place a Space Portal next to the foe she just punched at. Then, when a teammate is ready to make a close combat action, that ally can be placed next to the portal to make its own close action attack at the same target.

THE LAWS OF PHYSICS CAN KISS MY… When Miss America makes a close attack targeting an opposing character and actions resolve you may place a Space Portal marker in an unoccupied square adjacent to her and her target. Before a friendly character makes a close combat action it may be placed adjacent to the Space Portal but may only target that opposing character this turn. Remove the Space Portal at the end of your turn.

So the question is who to call with the Space Portal. It’s got to be a close combat action, so that more or less rules out Speed, Wiccan, all the Kates. Also, any Young Avenger with single-digit AV or 2 damage should be ruled out. This maneuver is high-risk, so you want to give it the best possible chance of succeeding.

Note, however, that nothing prevents you from using multiple allies with the Space Portal. So call however many it takes!

  • Patriot: Offers respectable 10 AV and 3 damage. But he’s better chosen for his potential to clear America with Leadership and/or follow up with Indom next turn. Make sure he’s placed next to her and as many other YA pals Portal’d over as possible.
  • Stature: As a giant/colossal, she’s able to attack from a square back for big damage while leaving room for others to gangpile. Because she’s so tall, this maneuver puts her very much in harm’s way. She could later evac America if needed.
  • Hulkling: In addition to Indomitable Super Strength, he brings his DV boost. Drawback is that he may leave the rest of the squad less protected, and the more YAs this tactic brings, the fewer YAs he can cover with the trait.
  • Vision: IF he’s selected Invuln. + Super Strength and IF he’s holding an object and IF he’d be adjacent to a Stature, then he’s a good pick for this attack option. But those are a lot of conditions to answer, and he might be tied up and unable to use his PPB after.
  • Loki: Only if he’s on his BCF clicks, or if you opt to use him to do a Mind Control attack.
  • Loki, Agent of Asgard: Exploit and Reflexes make him an excellent selection, especially since he can then use Plot skills freely.

There are some corner cases where a player might choose one of the others. Old Patriot has Battle Fury. Old Stature has first-click Plasticity. 95-point Vision has Stealth and Indom to serve both as a potential blocker and to press the attack. Maybe LE Kate could use her Willpower next turn to use CCE for big damage. But again, these are corner cases and not really your first choices, ever.

———

There are a few more Young Avengers-related characters that can’t be played on a keyword themed team, yet.

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Noh-Varr [Web of Spider-Man 038] 141 points

He joined the team in its most recent series (circa 2013) but the figure lacks the keyword. (And he and Kate aren’t seeing each other anymore anyway.) He’s the priciest member by a fair degree but even without Willpower he could be well worth the cost. Since he’ll break theme anyway, feel free to use his “Traitor To All” trait to gain him +1 AV.

–––

David_Alleyne_(Earth-616)_011

Prodigy [Xavier’s School 047] 30 points

 

He didn’t get the YA keyword, either. His ability to grant himself and a teammate the same power(s) an opponent chose that turn is nice, but nothing to count on. He’s better run for his opening Outwit and his late dial Support — though with his four-click life, you may not see it. X-Men TA is a waste on this squad.

———

Finally, there are some alternate Young Avengers: The Runaways, from a timeline where THEY became the YAs. Fielding them feels a bit wrong, but the two teams indeed partnered for a miniseries, so it’s not completely un-F.U.N. by any stretch.

 

Iron Lad [What If 006] 100

Though he looks like the classic OG Young Avenger, he’s actually a new form of Runaway Victor Mancha. And you might recall that he garnered a dishonorable mention among Heroclixin’s Worst of 2018 list. Field him for completeness’ sake, as starting Running Shot and Invulnerability can be useful, and his late-dial free healing SP could keep him in the game a bit longer.

Molly Hayes [What If 011] 50

She made Taylor’s favorites and it’s not hard to see why. This powerful princess can bruise enemies with ease for not a lot of points. She’s a key fig to for Miss America to Space Portal in.

Chase Stein [What If 012] 50

Sidestep+Perplex is what Chase is for. He also has the same free heal that Iron Lad sports, at half the price.

Karolina Dean [What If 024] 75

Flying Running Shot+PPBlast is welcome on a YA squad. But her best boon to the team is her SP Barrier+Defend granting adjacent allies +1 vs. range attacks.

Nico Minoru [What If 031] 75

Oh look! One of the original “pick a power” characters returns to clix. She has to alternate between Speed, Attack, Defense or Damage powers each turn (can’t choose the same category two turns in a row) but she’s still full of nigh-unrivaled utility for the Runaways — and the Young Avengers. Natural Willpower helps assure she can push freely.

Gertrude Yorkes & Old Lace [What If 037] 50

Gert is really about A) siccing Old Lace the Velociraptor Deinonychus on folks and B) Leadershipping from the back field for Runaways and Young Avengers. Both are nice boons to the team(s).

Finally, for all these Young Runavengerways, there’s a trait that allows them to reroll a 1 on attacks if they’re next to a Young Avenger or Runaway.

——————————

There’s our look at the Young Avengers! Hope you enjoy reading and, more importantly, playing!

Tired of the usual 300-point build total? Sick of powergamers bringing the same 15-20 super-efficient min/max pieces week after week? Need a reason to play some of those pieces crammed in the dark corners of your tackle boxes?

You’ve come to the right page.

Here, I share some fun scenarios that help keep my tournament scene fresh without changing the core game — beating the other team into KO KO KO — or being too complicated to play (like the Event Dials.)

Some scenarios are fine for that new guy who’s still learning the powers with the two dozen commons a vet gifted him last month. Others are only for expert players with deep collections. Each scenario is thus labeled

ROOKIE: Fine for brand new tournament players

EXPERIENCED: Requires a solid collection and grasp of the game (you’ve been playing and buying for most of a year)

VETERAN: You’ve been in the game for years and have a literal thousand figures at your disposal

They’ve been reorganized by level. Enjoy!

—————————————

ROOKIE SCENARIOS

Fine for brand new tournament players.

———

 

ADULTS ONLY

No characters with the Kid or Teen keywords (or who could deserve them if WizKids still used those keywords). ROOKIE

__________________________________

NO DOUBLE TEAM 

Best for games with an odd number of players. After damaging one player’s force, you can’t damage it again until you’ve attacked or damaged a different force. ROOKIE

MOEBEATDOWN

—————————————

Nova_Corps

ASSAULT WAVES 

Build three different 200-point teams. Each team must have distinct figures — no repeats between teams!

Each round, play a different starting team (this choice will be made before the tournament starts). ROOKIE

OPTIONAL RULE: If, during the round, your team is KO’d, you can choose to place one of your other two teams in your starting area and continue the game until either time runs out or all characters have been KO’d. 

—————————————

LADIES NIGHT

Female characters only. ROOKIE

—————————————
 “NO GURLS ALOWED”

No female characters. ROOKIE

 

—————————————

EXPERIENCED SCENARIOS

Requires a solid collection and grasp of the game (you’ve been playing and buying for most of a year)

 

SilverBullion

PURE SILVER

Only non-Modern but Silver Age stuff can be used.  EXPERIENCED

—————————————

AHH!! INHUMANOIDS!

All characters must be aliens or extremely non-human in appearance. No robots or folks who can easily pass for human. EXPERIENCED

—————————————

BIZARRO 

Characters start on their final click and are KO’d when clicked past their starting line. All effects that turn the dial work in reverse. No effect that names a specific click number can be used. 

OPTIONAL RULE: Characters with the word “Bizarro” in their name are played as normal.EXPERIENCED

—————————————

BLEACHED-OUT DIAL

In this issue: One of these powers DIES!

At the beginning of each player’s turn, each player rolls a single die. Each number corresponds to HC colors as follows:
1st player
1=red
2=orange
3=yellow
4=light-green
5=green
6=light blue

2nd player
1=dark blue
2=purple
3=brown
4=black
5=grey
6=white
and all powers represented by that color can’t be used until the beginning of that player’s next turn. EXPERIENCED

 

__________________________________

Villains only. Heroic keywords are ignored. EXPERIENCED

__________________________________

CLIXBALL 

14367-2127-16069-1-amazing-spider-man-

• One extra special object is the Ball, which has to be carried to the opponent’s starting area for a TD.
• Hits have a 50% chance of causing fumbles which can be scooped up by opposing figs, who have a 50% chance of grabbing the Ball. When determining whether a character fumbles or grabs the Ball, the active player calls out “even” or “odd” and rolls a d6 and causes the effect on successful roll.
• Characters with Super Strength only fumble the ball if hit with a doubles roll.
• When a TD is scored, return all pieces unhealed to starting areas and the other player gets the Ball. Victory is based on TDs first, then KO points to break ties.
• Only boot speed characters are allowed
• No Improved Movement (or powers/abilities that grant it)
• Characters can’t be placed by any effect
• Lines of fire can’t be drawn
• the Wasteland battlefield condition is in effect.
• Each team must have SIX characters peanut base or smaller. No horde tokens.

EXPERIENCED

__________________________________

“EAT IT, GRANDPA!”

All characters must have the Kid or Teen keyword (or deserve them). No theme team bonuses. EXPERIENCED

—————————————

FAVORITES OF THE YEAR 

Each player brings their Top  5 or Top 10 favorite HeroClix released in the past year, depending on build total. 

EXPERIENCED

—————————————

FIGHTING WITH YOUR HANDS FULL

Each character’s sculpt must hold an object. Wearing objects (such as Green Lantern Corps rings) doesn’t count. EXPERIENCED

—————————————

FIGHTING WITH YOUR HANDS FULL…TWO
Each character’s sculpt must hold separate objects in both hands.

WRONG. :(

RIGHT. :)

EXPERIENCED

—————————————

LITTLE BIG MEN
No characters less than 200 points or with a base that fills more than two squares. EXPERIENCED

“Like th’ MAIN MAN!”

—————————————

MINIONS ONLY 

Minions

Generics only. All figures must have Real Name of “Various” or “None” or “N/A” (or no real name listed at all in certain older sets) and must have a non-specific name (For example, “Romulan Commander” would be allowed but “Uni-Mind” would not). EXPERIENCED

—————————————

MINOR HEROES

No characters over 40 points or less than 14 points…including feats and resources! EXPERIENCED

—————————————

NO SKIN
Characters must be clothed head to toe, showing zero skin.EXPERIENCED

 

—————————————

SECOND AMENDMENT
All characters’ sculpts must have guns. EXPERIENCED

For the love of–! Not THOSE kind of guns!!!

—————————————

SHAOLIN SHADOWBOXING…

No ranged attacks allowed. Hypersonic Speed and Telekinesis can’t be used. Effects with a range (Outwit, PC, Perplex, etc) may only be performed on adjacent targets. EXPERIENCED

—————————————

…AND THE WUTANG SWORD STYLE!

Sculpts must have swords. EXPERIENCED

—————————————

SIX DEGREES OF SEPARATION

No Kevin Bacon necessary.

Start with a keyword. Pick a character with a keyword. The next character on your team must share that keyword. Then pick a different keyword on the second character and match it with a third. Keep going — never repeating a keyword — until you’ve got six characters. 600 points. EXPERIENCED

—————————————

TAX BRACKETS 

Pick 4 characters — no more, no less — within these point spreads:
A) 200-299 points
B) 125-199 points
C) 75-124 points
D) 50-74 points
No more than one Feat allowed per character. EXPERIENCED

 

—————————————

VETERAN SCENARIOS

You’ve been in the game for years and have a literal thousand figures at your disposal

 

PURE GOLD

No Modern or Silver Age stuff can be used. No dials on cards!

GoldBullion

—————————————

RINGS OF POWERS

REV

Only non-carded figures allowed — any set earlier than 2007’s Avengers and Legion of Super-Heroes Starter set. Also known as REV or “Stone Age.”

—————————————

BEACHWEAR

Characters must show more skin than clothing.VETERAN

—————————————

BRAND NAMES ONLY

No characters with generic keywords allowed. No themed team bonuses.VETERAN

 

__________________________________

BREAKFAST CLUB

The_Breakfast_Club

No characters can share keywords. VETERAN

__________________________________

CLONES 

Every character must have at least one other version of itself on the team (without being the same figure. Exception: generics and those designed to work in multiples). VETERAN

Mysterios

—————————————

DATE NIGHT 

Each character must be romantically involved with one other character on your force. VETERAN

invincible_cov58

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MINOR HEROES

No characters over 40 points or less than 14 points…including feats and resources! VETERAN

—————————————

FAMILY AFFAIR

Each character must be related by blood, marriage or adoption to at least one other character on your force. VETERAN

 

________________________

MULTIVERSE 

Pick a DC -or- Marvel character, then a character from the one you didn’t choose before, then a character from neither of those universes. Repeat in whatever order you started in until you’ve reached your build total. VETERAN

—————————————

PASS THE TRASH

Build a team for your opponent to play.  VETERAN

…OR PLAY IT

Build a team for your opponent to play. But after the map’s been selected, the second player rolls a d6. On 5-6, he plays his own team, leaving you stuck with the one you brought! VETERAN

—————————————

PICK A COLOR FROM THE PAC

Pick a color representing a standard Heroclix power. On their first click, each character must have a power represented by that color, and each of that color’s powers must be represented by at least one character on your force. For example, if you picked Black, then you’d need one character each with Stealth, Steal Energy, Regeneration or Outwit on their starting click. VETERAN

 

—————————————

POWER DAMPENING

At the beginning of each player’s turn, roll a die:
1 = all powers can’t be used that turn.
2 = Speed powers and abilities (Flight, Carry, Move-And-Attack, Swim) can’t be used that turn.
3 = Attack powers and abilities (Duo, Merge, Sharpshooter, Split) can’t be used that turn.
4 = Defense powers and abilities (Indomitable) becomes the standard defense symbol that turn.
5 = Damage powers and abilities (Colossal Size, Giant Size, Giant Stride, MultiAttack, Tiny Size and Capture). Giant/Colossal/Tiny symbols become the starburst symbol that turn.
6 = Team abilities, traits and feats can’t be used that turn.

Additionally, roll 1d6 before any ranged attack. On 4-6, that character has 0 range until the end of the turn. VETERAN

—————————————

PRIME TIME TITLE FIGHT 

optimus-prime

Build more than one prime character on your team. Build more than one title character on your team. VETERAN

—————————————

RAINBOW COALITION

Each character must have a different skin color. So if you’re playing Rampaging Hulk, you’ve got to leave the also-green (though different-shaded) Gamora off the team. VETERAN

—————————————

THE U.N.

Each character must have a different team ability & symbol. Only one wildcard allowed per team. Only one non-affiliated character per team. VETERAN

—————————————

WHITE BELT CLASS 

No character may have an Attack Value greater than 9 on its starting click; attack values higher than 9 become 10 instead. No character’s Defense Value can be higher than 17; defenses higher than 17 become 17 instead. No damage reducer greater than Toughness can be used. The Power Dampening Field battlefield condition is considered in force. VETERAN

————————————————————————

MULTIPLAYER SCENARIOS

And then there are times when you have an odd number of players in a round robin or battle royale format that almost inevitably results in a player getting double-teamed. Here are some methods to mitigate that un-fun factor:

THREE PEOPLE: One player (ideally the most skilled one) plays a force build equal to both the other players’, which combine to take down the third. One of the small teams goes first, then the large team, then the other small team. Large team always gets map choice.

or

Each player must target, attack or base more than one opponent’s force each turn if it is possible to do so.

or

Each player can damage another force only once per turn.

FIVE PEOPLE ON ONE MAP: The fifth player sets up in the middle of the map but enjoys immunity from attacks until he either targets another force or the beginning of turn 4, whichever comes first.

or

All players start in the center of the map with first round immunity regardless of moves or actions, to get situated. Then the action starts with Round 2.