One of the things players like most about HeroClix is the ability to play out scenarios starring their favorite characters. For me, that sometimes manifests as a desire to play a team consisting only of several versions of a favorite character. (For example, back in late spring I played a 1000-point team consisting of enough Batman figures to place a different one in my starting area every time the ladies sing his name in the old theme song.)

Despite that, I’ve almost never run an all-Aquaman team for a couple of reasons:

  • They just weren’t very good. They have almost no range ability, the best attackers have no defenses, and the thick-skinned ones almost never get any sort of attack advantage (such as Charge).
  • Using all available Aquamen means losing the Atlantis theme bonus, as the Justice League common lacks the keyword. But his Special Power, Perplex for all swimmers (except himself) is so good that he kinda HAS to be included on the team…especially because he’s one of the few Aquamen with Charge. On the other hand, losing the theme team means I don’t get the special Probability Control, the battlefield condition-cancel ability and, most importantly, the better chance of choosing a watery map.

Consequently, running all-Aquaman teams has kinda been like asking to go 0-3 in the average tournament. But as I stated in my far-too-long-for-a-single-post Atlantis breakdown a few weeks back, the Brightest Day Aquaman really changes things, as you’ll see after the break.

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I got to the venue late and was surprised to see that, for once, the guys actually got started on time! Good for them! Informed of the 500-point Golden Age format, I used my bye-round time to build my Aqua-team :

Aquaman (Brightest Day) 105 + Armor Piercing 10 + Lunge 5 + Alias 3
Veteran Aquaman (Icons) 71
LE Aquaman (Justice League) 70
common Aquaman (Justice League) 68
Experienced Aquaman (Icons) 56 + Submerged 5
Veteran Aquaman (Hypertime) 41
Rookie Aquaman (Icons) 39
Rookie Aquaman (Hypertime) 27
+ Opened Hydrant 0
+ Com Dish 0
+ Eleha’al Vine 0

= 500 points. Lots of Leadership and JLA team ability would boost my Aqua-swarm’s action advantage.  Submerged feat on the sole ranged character offered a little security and board control. But above all, Armor Piercing ensured BD Aquaman’s “Undead Sea” trait would ping even the thickest-skinned assailants.

FIRST game was against Derrick, aka “Legendkilla,” a long-absent player making his return to the game. He was rolling with The Flashes, The Flash & Green Lantern, and X-23 (Web of Spider-Man). Unfortunately for him, I won map roll and picked the mostly-water Aruna Temple from BPRD set. I also used the Debris battlefield condition to give the Aquamen plenty of extra objects to wield.

With The Flashes slowed to half their speed, I was free to concentrate on the other duo figure and X-23. Alternating between HSS attack with BD Aquaman, range shots with E Icons and punches from whomever BD carried the previous turn, I took them both out and lost only the Icons Rookie for an easy win. 1-0.

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NOW it came down to the championship match against Vic’s Skrull squad: Super-Skrull: Illuminati, Skrull Emperor (both In Contact With Oracle), Skrull Warrior (Supernova) and two Skrull Infiltrators. He picked the Lab map. I forgot to use either of my remaining battlefield conditions (Ordinary Day or, of course, Atlantis Rising). But this map’s indoor nature was fine, as it gave me a great spot to hide my Opened Hydrant to ensure water for my Aquamen.

Things almost went immediately south for me, though. Although I’d parked my Brightest Day Aquaman behind the Submerged Experienced Icons version, I’d inadvertently left a narrow path where Skrulluminati could potentially Running Shoot him. I wasn’t worried, since Aquaman’s Invulnerability would absorb the blow and land him on his range powers. But I didn’t anticipate:

  • Skrull Emperor Perplexing Skrull Warrior’s damage to 3.
  • Said Warrior shooting out the wall.
  • The Emperor, even at half-speed, thus being able to reach a spot to Outwit that Invulnerability I was so counting on.
  • Skrulluminati using In Contact With Oracle to boost his damage to 5 and his AV to 12 with his own SP as he Running Shot next to the Emperor’s Enhancement for a potential 6-click one-shot KO of my Aquaman!

And on top of it all, I completely forgot to use my Alias feat! :(

Fortunately, he rolled 5, one short of what he needed. :)

That utter disaster averted by dumb luck, we went about the business of actually fighting. Which, thanks to the Skrull team ability and Shape Change and Skrulluminati’s sky-high DV, meant a lot of missing opportunities on my part.

My opponent, for his part, had to tread carefully lest he trigger the “Undead Sea.” It was a close, tightly contested (and congested) game; in the end, I only lost my Icons and Hypertime Rookies while taking out all three Skrull generics.

FINAL: 2-0 (3-0 with the bye).

OK, so this game could have gone very, very poorly if not for that miss. But considering that that attack of opportunity wouldn’t have been possible at all if not for the In Contact With Oracle feat (which I hate with a passionate hatred) and my own not-quite-paranoid enough positioning, the Aqua-squad performed well, winning me the tournament!

As alluded to earlier, Brightest Day Aquaman was the key, providing not only a deterrent via his trait, but a super-capable, mobile attacker and taxi in and of himself. JL Aquaman helped a lot by pumping BD’s AV during his hit & runs. The Lunge feat gave BD a way to offset the Carry penalty so he could bring a friend to base his target, hit or miss. The Toughness-laden Icons Rookie proved the best for that role. The Hypertimes stunned opponents with their nigh-endless-for-the-cost dials and occasionally got the odd attack through (no one expects the thrown objects).

I’d love to try the team out again, swapping out Armor Piercing and Alias for Contingency Plan on one of the four pieces with Leadership. And although it’s a bit riskier if I face enemy Super Strength, I think I’ll swap out the Com Dish for the longer-lasting Generator.

Brightest Day Atlantis attacks bear an undefeated record of  4-0 up to this point. Will the winning waves continue? Or will the tide recede? Stay tuned to future installments of the Wednesday Battle Reports to find out! :)

 

In an effort to more regularly update my blog, I’m adding 2.5 new features to the site!

I’m already doing My Custom Mods on Mondays, even though I’m currently running low with only 12 or so left in the can (which is one reason I wasn’t so gung-ho about getting the latest mod up yesterday). I don’t see many new mod projects coming up in the near future, so I may need to replace this feature with a new one soon. Any ideas?

Next is Token-Totin’ Tuesdays/Thursdays, which begs some explaining.

Ever been annoyed when an opponent Charges his boot speed brick in to smack your guy for 5 clicks with an object you thought he was standing on, not holding?

Yeah, me too. People forget that the game rules state that when a character picks up an object, the player must “Immediately place the object token someplace that indicates the character with Super Strength is carrying the object.”

It ought to be obvious when a Super-Strong character is hefting an engine block and not sitting on it. And, surprisingly, it easily can be!

These are toys, and anyone who was once a boy knows that action figures need to be able to hold their weapons. So I did a survey to see which sculpts, of the characters with Super Strength (or a Special Power granting use of same), can hold a standard object token somewhere — anywhere — on the sculpt. The only criteria is that the token should be able to stay on the model with minimal assistance while moving the figure on the board.

This new feature, then, is simply a once-or-twice-weekly photograph journal of how every character with Super-Strength can hold the standard HeroClix object token.

Some will be obvious. Some, surprising. Some, hilarious. All will make your little plastic superhero gaming that much more awesome.

First up: ATOM SMASHER from the DC Giants Collector Set!

Make sure you balance the token on his right hand’s knuckles and on the wrist band of his left arm.

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Wednesdays will be battle report day. If I’ve had a HeroClix match the previous week (and I most likely have), that’s when it’ll be posted. Add it to your reading list along with your new comics! :)

Thursdays will add a new Token Totin’ pic (or possibly double up if I missed Tuesday). Then, on Friday, I’m starting a new feature: Friday Force-Building, where I’ll talk a bit about pre-built team ideas. Maybe they’ll inspire your teams for the weekend’s games — or you can inspire me and others with yours listed in the comments!

What do you think of these ideas? Comment below!

ROBIN (Arkham Asylum)

Just like the Robin half of Mod #12, the underside of the Boy Wonder’s cape was unpainted. In this case, the cape was even bigger and the omission all the more egregious. Here’s how I fixed it:

  • Painted cape with yellow acrylic.
  • Added another coat.
  • And another.

Not bad; I'd gotten better paint this time around. Completed late-2009.

Next Monday: A good old sculpt on a good dial gets a second life as an even better sculpt on a horrible dial. And that’s before I get my hands on it!

Being a HUGE Aquaman fan, he was the first character I had to try out from the brand-new Brightest Day Action Pack. I did so in a friendly home game against a pal, who played his own BD figs Martian Manhunter, Aquaman, Deadman, Hawkgirl and Captain Boomerang versus my Atlantis-themed team:

Namor (Secret Invasion) 150
Tempest 116
Aquaman (Brightest Day) 105
Atlantean Warrior 35
Atlantean Warrior 35
Atlantean Warrior 35
Walter “Prof” Haley 7
Dolphin 6
Mera (Crisis) 6
+ Blue Lantern 5
+ Opened Hydrant 0
+ Dynamostat 0
= 500 points.

This was Modern Age, so no feats or battlefield conditions. Thomas won the map roll, so he picked the Crater map.

Fortunately, I  knew how I wanted to approach this not-so-watery map: by placing my Opened Hydrant in one of its special squares to ensure my team was always well-hydrated. :) Thomas, for his part, placed his Yellow Lantern in the other square to keep me from taking it out.

Thomas moved his force out, ready to Charge any of my team that entered my Hydrant-generated pool. I kept my important pieces back and Charged (unsuccessfully) all four foes in the Crater with Atlantean Warriors while Tempest Barriered Martian Manhunter from raining down Psychic Blast damage from the ledge. By mid-game, Thomas had lost Aquaman and Hawkgirl.

Things went a bit south for me, though, when Martian Manhunter got hit to his Hypersonic Speed clicks. Suddenly, Thomas had all the offensive and mobility advantages — flight, range, move+attack and the high ground — forcing me to slowly advance while Thomas could take shots at will to whittle down my Aquaman, the only real threat to him now that Namor had been knocked off his Flight clicks. Not even my picking up Thomas’s Indigo Lantern object or his rolling a crit miss with the Manhunter could stop him!

Finally, the turning point: after getting hit to his range SP, Aquaman took a shot at Deadman. My plan was to get to Aquaman’s Support to maybe heal Namor or one of the Atlantean Warriors. But…

  1. My push to heal failed.
  2. Aquaman was now stuck on his last click.
  3. I’d hit Deadman to his TK clicks, granting Martian Manhunter the extra range to reach a shooting spot past the team I’d surrounded Aquaman with.
  4. MM did not miss, KOing Aquaman.
  5. MM’s trait granted him Outwit, with which he countered Tempest’s Perplex, preventing the one character I had with range the ability to damage through MM’s Invulnerability, and MM blocked the ladder, blocking all my characters from reaching him or his teammates.

And that last action cost Thomas the game. Because:

  1. Tempest still had Incapacitate, and successfully pushed MM to his last click.
  2. Namor still held the Indigo Lantern, and threw it to KO MM.

That pretty well sealed my win, as Deadman and Captain Boomerang were now quite overpowered. (But Cap sure piled up the bodies before he went down!)

As I noted in my titanic Atlantis article, Brightest Day Aquaman truly makes the Secret Invasion Atlantean Warriors a force to reckon with. They lasted much longer both as meat shields and tie-up fodder than they should have because of fear of the feedback damage from Aquaman’s trait. That freed up Namor and Aquaman to deal the bulk of damage. Tempest was also quite key for his support powers of Barrier and Perplex.

I love playing Atlantis and swimmer teams. Can “Atlantis Attacks: Wave 2” be far off? 😉

ANGEL (Danger Room)

Strangely, Angel was the one X-Man that really caught my attention the first time I encountered the character in the episode of Spider-Man and His Amazing Friends: “A Firestar Is Born.” http://www.youtube.com/v/EF0rH2541Ew?version=3

But apparently (and as usual), my appreciation for a character without sooper kewl powers was a minority one. Angel was revamped into this garish Wolverine clone with metallic wings:

While I admittedly enjoyed the change because one of my longtime favorites was finally getting some respect, I was even more glad to see this cover several years later:

This was the version of Angel, then, that was current when the Danger Room set was conceived. (Or was it? I think his skin color had finally been changed back from blue to flesh by mid-decade.) But I wanted something more like the Angel of my youth. Even besides the blue skin, his feathers here are too dark. So here’s what I did:

  • Painted face to flesh color.
  • Painted wings with a translucent white acrylic wash.

I always preferred the red costume to the blue one, though, so I left that alone.

Completed mid-2009.

Next week: Fixing yet another WizKids production error on yet another bird-related character.

Next post: The first of one of those promised Atlantis battle reports.

Last Friday, I posted a titanic article on the Atlantis keyword in anticipation of the just-released Brightest Day Action Pack featuring Aquaman. Early in it, I listed all the tournament-legal maps containing water terrain. But I didn’t know the Brightest Day map would also contain water on both sides!

The Crater has a small 3×3 spot of water on one end that usually won’t be very useful for Atlantis, but if they lose map choice, it might be good to have that end of the map to retreat to. Also, if you place the Opened Hydrant special object in the special squares in the center of the map, you’ll have nigh-permanent water terrain down there; it then can’t be destroyed. Use this to surprising advantage!

On the flipside, The Monument has a much larger and longer pool of water along one side of the map, equally accessible by both ends. The elevated portion of the map has great nooks to place the Opened Hydrant to create extra watery zones on the ground, too.

Look for Atlantis battle reports in the coming weeks. :)

Unique NIMROD (Fantastic Forces)

Or is he Pepto-Bismol Man?

OK, yes, it’s true that Nimrod has always had a slightly pink shade:

And yes, in his then-recent appearances, that shade was being colored a bit more deeply pink. But come on, now! It’s plain that he’s 95% shaded white, not pink!

What makes it worse is that he’s almost correct on the actual set poster! (Couldn’t find a scan of it, though.) He’s translucent white except for the dark pink details of his face and chest.

When I finally got a Nimrod, I wanted to strip the pink paint off. But I feared getting some on the base details and accidentally stripping those off as well. There was also no guarantee that he was actually going to be the neutral color seen on the poster. So I chose to attempt a repaint instead:

  • Painted over main pink body with white Testors enamel.

Completed mid-2009.

It’s not a complete success, as I got fingerprints on it and never achieved the even coverage I sought. But it’s still a darn sight better than it was, and I suppose the fact that some of the pink still shows through is more character accurate than my original intent.
Next week: Another character painted white. But in a different way.

The Fish(men) Fight Back!!!

The only non-generic keyword to span both the DC and Marvel universes, Atlantis makes for some fun teams for players looking for a bit of a challenge, as the characters available lack many of the tools found in the most min/max team builds.

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PROBLEMS WITH ATLANTIS:
It’s focused on the dolphin speed symbol, which is only marginally useful yet costs extra points anyway. Note, for example, how nearly every character with the symbol made since the debut of Special Powers also bears one granting other special abilities related to water terrain.
No STOPP/TOPPS “pit crew.” Absolutely devoid of Telekinesis and Outwit, it has only one Perplexer, only two Support healers, and Probability Control is only available through themed team bonus.
Almost no range at all and even less long range makes things hard in a range-focused game.
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THINGS THAT HELP ATLANTIS:
Watery maps. Make sure you have some. At a minimum, they gain you a bit of mobility advantage; more importantly, some of these characters’ powers depend upon water.
First, try to get the mostly water terrain Aruna Temple map from the BPRD Action Pack. Next wettest map is the Dockyard from the Starro Attacks event. Web of Spider-Man’s The Bridge is surrounded by water. The Dawn of Time from Crisis has a large river  running through it (and if you play its Time Zones, the Kooey Kooey Kooey and Camelot zones offer a lot and a little water, respectively). Finally, the Castle Ruins (HorrorClix), Castle Doom Gardens (Fantastic Four) and Asgard (Hammer of Thor) all sport a fair amount of water.
Other maps also offer some water, but the trouble with many of these maps is that the water is either so minimal (see the Graveyard [The Brave and the Bold]) or remotely placed (as in The Lab (Armor Wars) or both (re: the Axis Chemical Plant [Icons]), the Training Complex and Institute Grounds [both Danger Room]) as to be tactically useless, or it’s so central that the water becomes a barrel shoot for snipers and Hypersonic hit-and-runners (Centennial Park Zoo [Icons]).
And, of course, many maps have no water at all, which is why you should always run…
Atlantis Rising. Once in a while in a Golden Age game, you’ll get stuck on a non-water map. Save this Battlefield Condition for that eventuality and hope your opponent doesn’t have his themed-team ignore function to spend. But even if you’re not able to use this card, all is not lost.
The Opened Hydrant special object. It gives you water on any map. Place it carefully! Indoor maps are best, as the water effect isn’t blocked by walls. Note that it only works on clear grounded terrain.
The Submerged feat. Moving through water is OK. Hiding in water is pretty awesome. On a Golden Age team this 5-point feat should be present on multiple characters.
Rip It Up. Although it’s a double-edged sword that keeps you from picking up heavy items, it’s still a way to make certain this Super Strength-laden keyword always has extra damage and/or range attack!
OK. Now for the characters.
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Below 50 points
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Rookie Aquaman (Hypertime): At 27 points, he’s by far the cheapest Atlantean in the game, and the only character in the whole game at that price point who can do 5 damage unaided by other characters. But his defense is a sad 15 or less with zero protection and he has no move and attack. Atlantis has no Telekinesis, so R Aquaman’s effectiveness is really blunted. Only use him if you A) don’t have the points for the next cheapest pieces in the Atlantis roster or B) just choose the better offense.
As he’s a Golden Age piece, you’ll want to use the Submerged feat, if anything, to help him survive long enough to maybe make that first strike. He’s also good as a dedicated Contingency Plan piece.
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Atlantean Warrior (Secret Invasion): Cons are low numbers and a difficult to use SP that offers him +2 Speed, Charge and Stealth in water (trouble is, Stealth still needs hindering terrain, and water terrain doesn’t count as such). But the newest “replace, then modify” rules give a healthy boost to his Charge power, and Toughness makes him a decent shield and tie-up piece against enemy shooters. Finally, whether playing Golden or Modern Age, these 35-point blue guys make good filler and themed-PC fodder (and work very well with certain other pieces in the Atlantis family…keep reading :) ). Feats probably aren’t wise, but Lunge can make him more dangerous once he gets Close Combat Expert on click 2.
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Experienced Aquaman (Hypertime): Same story as the 27-point rookie, only you’re paying 9 more points — a full THIRD of the Rookie’s cost — to add JLA TA and a click of life, essentially. I totally wouldn’t bother.
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Rookie Aquaman (Icons): 39 points buys a lot more Toughness for a more survivable Atlantean. You’re trading away the good AV of the Hypertime Aquamen, though. He’s a decent tie-up piece, nothing more. Feats defeat his one strength of cheap survivability; don’t use them.
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Aqualad (Crisis): 40 points gives us another soft-shelled, short-lived swimmer. But his built-in super-Stealth in water makes him absolutely invaluable for the Atlantean cause. He blocks LOF to more important pieces while his Willpower makes him ever-ready to Charge with Super Strength at any targets forced to approach. It’s a rare event that you wouldn’t have at least one on an Atlantean team. No feats necessary in Golden Age; you don’t want to bloat his cheap cost. But if you simply must fill 8 points, Protected is good on Willpower characters.
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Veteran Aquaman (Hypertime): The first Aquaman to top 10 AV and perhaps worth running just for that in spite of the same playability issues as the other Hypertime Sea Kings. At 41 points, though, he’s beginning to eat up some real points, compared to them — especially if you feat him out with Submerged or Contingency Plan to max out his effectiveness.
 

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50-100 points
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Arthur Curry (Hypertime): The last of the Hypertime set, he spends 10 more points to add Willpower to his top-dial and Toughness/CCE to his back half. The former makes him a tiny bit more likely to maybe get that first strike off. The latter makes him a tougher KO than he ought to be. Sadly, though, his CCE is wasted on a terrible AV and his similarly weak DV means he will take fire before he can attack. Do you feat him with Protected to increase his chance to use that excellent top-dial 11 AV? Or just Submerged?
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Experienced Aquaman (Icons): Leadership, 10 AV, JLA TA and 4 range make this 56-point figure a huge upgrade over the Icons Rookie. Keep him Submerged so he can potentially snipe — or make a Contingency Plan — from watery cover.
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LE Garth (Crisis): For a massive 25-point increase over Aqualad, you get two more clicks of life with Toughness, the same Stealth-plus SP, and,  2nd click in, a SP granting him an extra supply of light objects for 65 points. Unfortunately, there’s a good chance all standard light objects will be carried — if there are any at all in this Modern Age of special objects — and he won’t get to use this. Tough to recommend him over the ‘Lad. Don’t bloat his cost further with feats in Golden Age.
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Aquaman (Justice League #101): Finally, an Aquaman that can first-strike! Solid DV SP gives the roster its cheapest (at 70 points) Invulnerability. The downside: an immediate downgrade to Toughness out of water. But when he can Charge from 6 out (thanks to the Surge SP), it’s not so bad. Use him as a 1-2 punch with other pieces. Submerged keeps him safe until he makes that Surge in Golden Age games.
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Arthur Curry (Justice League #105): Similar to his sculpt-mate above (though with only normal Charge), A.C. offers more Toughness after his Invulnerability-in-water SP runs out and, via his other SP, a shot at Regen or Close Combat Expert (but only in water) in lieu of the JLA TA. I never use him if I can use the same-cost Starro Aquaman, but he’s not bad. In Golden Age games, try Automatic Regeneration and Submerged to maximize his survivability end-dial.
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Veteran Aquaman (Icons): the first real Invulnerability piece on the roster, he still lacks that vital ability to move and attack. Unique in offering both Regen and Support end-dial, he does so with such low AV and DV numbers that neither is very usable. Once the cream of the Aqua-crop, he’s now just so much mediocre flotsam. Players determined to use him should consider (in addition to Submerged)  Automatic Regeneration to help him gain a possible 2nd wind. He’s also a good (if expensive at 71 points) Contingency Planner.
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Namora (Hammer of Thor): Another lite Charging brick among the Atlanteans, she’s also the first flier and thus a valuable addition who can offer unprecedented mobility. She’s a little bit soft with only Toughness but sports the best average AV so far in the list BY far. In Golden Age, she needs no feats but Submerged works as well on her as any.
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Attuma (Secret Invasion): Despite his lone bit of extra Leadership and weird, highly situational SP Quake, Attuma is really the most traditional sort of brick, starting with the usual Charge+Super Strength+Invuln. combo and staying Tough down the line (with Combat Reflexes in water). I’d only bother with him in larger builds were he can be a 2nd attacker rather than a main one — his 4 Charge speed is a little sub-par for his 90-point price compared to the 5- and 6-range Charges Namora and Starro Aquaman are capable of for 14 and 20 points less, respectively.
 

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Above 100 points
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Aquaman (Brightest Day): This brand-new 105-point version of the character changes the game for Atlantis. Not only is he another solid Charging, Super Strong and Invulnerable attacker, but he also brings more skills to the theme:
  1. Close Combat Expert on the first half of his dial so that he can still deal 5 damage even after he’s used his heavy object;
  2. HSS-lite via his first-for-the-keyword transporter symbol;
  3. Another taxi (and one who can tote his own meat shields);
  4. The longest range attack of the theme via his mid-dial SP “Tentacle Whip” (when in water);
  5. Perma-line-of-fire to targets in water using same SP;
  6. Mind Control, contiguous with the SP ;
  7. the 2nd healer of the theme — one with a usable AV this time;
  8. and the biggie: “The Undead Sea,” a Trait that deals 2 damage to all enemies who helped KO an Atlantis member that turn. Suddenly those fragile but long-dialed HT Aquaman pieces and the tougher but short-lived Atlantean Warriors are no longer such inviting targets: either they’ll be mostly ignored for fear of the retaliation, making their tie-up/shielding role last longer, or they’ll draw the fire of tougher Invulnerable and Impervious enemies unafraid of the damage, leaving your bigger pieces alone. (Of those lesser pieces, I think I prefer the Atlantean Warriors. They have A) better movement values from water to better tie up foes, B) Toughness to better absorb multiple attacks, C) better-lasting average Attack Values as they take attacks, and D) a dial just long enough to absorb more than one attack in a turn, likely ensuring the feedback against multiple assailants — not all of whom may be able to weather it equally.)
As a Transporter, he can’t use Submerged, so he needs meat shields to protect him from range attack. His trait encourages you to build some onto the team and his SP helps him stay effective when hiding behind them and his Transporter ability helps him position them. Use Lunge instead to give him a hefty 7 Charge swing or even further reach with Move and Attack.
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Tempest (Crisis): Expensive (116 points) and soft-shelled, the former Aqualad is here for one reason: portable water terrain. His SP duplicates the Opened Hydrant effect, making him a must-run for water-dependent teammates like Starro Aquaman, Atlantean Warriors, Aqualad, Attuma and any Submerged pieces (of whom he should be one to ensure the SP never gets countered). His Mystics TA, Barrier, double-target 6 range (with Incap and Energy Explosion) and Perplex are welcome icing to this cake.
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Rookie Sub-Mariner (Fantastic Forces): the first non-swimmer on the roster, R Subby offers basic brick and taxi skills. His best point is that he’s a wild card thanks to the Minions of Doom TA. Team him up with the also-116-point Tempest to copy Mystics or with one of the Atlantis characters with Defenders TA. No feats necessary.
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Namor (Fantastic Forces): Similarly, the 122-point LE of the Fantastic Forces REV offers a stronger and longer dial than the Rookie but no TA. No feats necessary, but Mercenary could be useful when teamed with Secret Invasion Namor.
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Experienced Sub-Mariner (Fantastic Forces): Identical to the LE, except sporting the Defenders TA, costing 8 more points and strangely missing the three mid-life clicks of Flurry appearing on every other version in this set. The Defenders TA is useless unless you use another, better Namor. Only use him on a team of all-Namors or something.
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Veteran Sub-Mariner (Fantastic Forces): The reigning king of the FF pieces, Vet Subby isn’t bad with a great Charge speed, AV and 16 Invulnerability. He also sports a whopping 11 clicks of life, all with damage reduction. His Avengers TA is quite useless for the Atlantis team, though in Golden Age he can use the Pym Particles feat to gain either a needed DV boost from ranged attack or (perferably) Giant status for when he finally makes his move from being Submerged. But for his 150-point cost even before those feats, you’re going to run the absolute king of Atlantis pieces instead…
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Namor (Secret Invasion): 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 makes the Atlantis keyword competitive. In Golden Age, Submerged and/or Fortitude are useful, as might be Automatic Regeneration for his very soft late clicks.
 

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Bystanders
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In a Modern Age game, you may need to fill some points…and that’s what Bystanders are for. But you want to pick some that won’t be hampered by all the water you should be playing in, especially since these pogs will likely be used to shield bigger pieces from being targeted.
Mera (Crisis): She’s a got good movement value of 8, but her 15 DV and 7 AV make her the least of the swimming pogs. For the same price of 6 points, Dolphin (Crisis) is her superior in Speed (9) and Attack (9).  Seven points buys you Walter “Prof” Haley‘s 7 Speed, 8 Attack, 1 damage and 16 DV with Willpower. And because pogs don’t break your theme bonuses, you could fill a 6-point gap with the 10-square Phasing/Teleport Lila Cheney pog for even better effect. But she’s probably better for the next section.

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Non-Atlantis pieces of note (Modern Age)
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There are some pieces that lack the Atlantis keyword but could be useful on non-keyword-yet-thematic builds featuring dolphin speed characters:

Aquaman (Justice League common): Or “Aquanoob” as I like to call him. This 68-point Rookie lacks any keywords (being a recent and very uncomfortable newcomer to Atlantis) and so is no good for the bonuses. But his “Telepathic Communication” SP, which allows him to Perplex every other dolphin symbol character on his team (except himself), might be better than any number of theme team bonuses. With Charge (on both ends of his dial), Super Strength (and later, Blades/Claws/Fangs) and “Parry” (Super Senses against close combat), he’s OK in a fight, too. In Golden Age, keep him safe in the first part of the battle with Submerged if possible. Loner is a good investment, too.

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Black Manta (Arkham Asylum): Also 68 points, this archenemy to Aquaman offers enough to the theme to possibly overlook his blood feud with the hero. The first dolphin Transporter, he has 6-range Psychic Blast (later, Super Strength) and “Pirate,” granting him Perplex of himself or other swimmers only. In Modern Age, try to fit on the Yellow Lantern, which, along with his self-Perplex, can negate his Move & Attack penalty completely.  In Golden Age, Loner fits perfectly.

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Mera (Blackest Night): 85 points buys another taxi for the team — one that can Charge in with 11 AV to deal 4 damage without so much as an object in sight. The Red Lantern is great for her Battle Fury. In Golden Age, she can use Submerged (she bears the dolphin symbol in a trait along with her dial’s wing symbol) and Loner.

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Triton: He’s good as a character who can hide in the water like Aqualad. Even better is his ability to deal a click of damage free to adjacent foes in the water with him at the end of his turn. At 72 points, he’s pretty costly for this, though. With only the Inhumans keyword, he qualifies for Loner.

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Thor, Frog of Thunder: Though not an actual swimmer, this chase figure has two Special Powers that work super in water. First is another Submerged-like power (though it also grants true Stealth as well). The other deals 1 damage to all enemies in or bordering water like a 6-square-ranged Poison. For this reason, Armor Piercing is probably the best choice of feat for him. But heck…if you’ve got the 3 points left over, why not use the brand-new Frog Legs feat to make him a true swimmer anyway?

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King Shark (Justice League): Though his 9 AV seems a bit weak for a 100-point figure, his above-par 18 DV makes up for it a bit. Better still is the Suicide Squad TA, which could grant a second wind when played with the fragile low-point pieces in this theme. Played with the Red Lantern will bump his Battle Fury-ous 3 damage to a whopping 4, leaving no need for his B/C/F. He’s also a comic-accurate theme player along with Aquanoob, if you care about that sort of thing.

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Two more:

 

Stingray (Avengers): A 29-point tie-up piece, he should only be used if you’ve broken theme already and can’t fit one of the other below-50-pointers on.

Namor (Avengers): Unless you just want to run an all-Namor team for some reason and don’t care about the theme bonuses (as this one lacks keywords), you should never field this 151 piece when there are two superior version of Namor.

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Non-Atlantis pieces of note (Golden Age)
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I don’t want to go into a lot of depth here, but just for completeness’ sake, don’t overlook these swimming characters:

Abe Sapien (BPRD): Stealthy wild card with some range and Leadership, he gets better on click two with identical stats and Perplex.

Veteran Badoon Commander (Supernova): Good for his range, Enhancement (for the few other shooters of Atlantis) and Smoke Cloud (to give Atlantean Warriors their Stealth). 37 points.

 

Captain Mako (City of Villains): One of the best indy clix ever, this 52-point chomper offers the Arachnos TA and good damage potential with Charge, Exploit Weakness, BCF and Flurry (though not at the same time).

Veteran Vixen (Collateral Damage): Plenty of damage potential here, too, but a Stealthy and free-moving JLA piece for 44 points.

Experienced OMAC (Collateral Damage): Brings wildcarded Outwit and Stealth to the fishies (though at a not-cheap 83 points).

Experienced Hydro-Man (Sinister): 17 DV with Defend on his first click is his drawing point. Only use him if you have a lot of 16 or below DV pieces worth spending the 57 points on this 1-click-wonder.

Veteran Marrina (Armor Wars): 9 clicks for only 55 points makes for a heckuva tie-up blocker. Too bad there’s no Mastermind in Atlantis yet. Her starting values and persistent Battle Fury might make her too unwieldy, though.

Diablo (Critical Mass): Definitely the oddball of the theme, and a WAY bit too costly at 110 points. But he’s got 8 range, three targets and Outwit. But if it’s swimming Outwit you want…

Unique Abbey Chase (Indy): …this is your gal, for 54 points. She’s Stealthy, too, with 6 range and dodgy with Danger Girls TA and Super Senses.

 

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Well, that’s about all I’ve got on this subject. 😉
Enjoy team-building and have a nice swim, ‘Clixers!
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As I checked my inventories of clix stuff and old articles, it occurred to me that I never finished this Event Dial series! There were still two left to go. Here’s the second and final one.

Read the introduction to the series HERE to get caught up on the whole premise and to link to the rest of the articles if you’re a recent visitor or follower and missed them the first time around.

E103 ATLANTIS ATTACKS


THE SETUP: Each force must include at least one character with the Dolphin or Dolphin-transporter speed symbol.

WHAT IT MEANS: Time to get in the pool! More importantly, it show this dial as one of the reasons I started this whole series: some dials have to be specifically built for. In this case, you have to use one of those swimming characters in your collection.

TURN THE DIAL: At the end of each round.

WHAT IT MEANS: Standard steady-moving dial.

Mark of the Brides  (yellow, slots A-E): As a free action, a player can give a Mark of Set token to an opposing character that is adjacent to a friendly character. Each player can do this only twice per game.

WHAT IT MEANS: At some point, a thus-Marked fig is going to get into serious trouble. Try to field a character that can fight at a range so it’s less likely to get Marked. Conversely, consider using a high-speed character with Leap/Climb, Phasing/Teleport to get next to an enemy you want to Mark yourself!

Death of Namor  (lime, slots B-E): Remove a friendly character from the battlefield. All friendly characters with a point value less than that character’s modify their damage by +1 while this ability appears.

WHAT IT MEANS: Choosing a high-point tentpole as your “Namor” can make the remainder of the team dangerous, so it might be worth losing your big hitter for most of the game for this reason (especially if said tentpole has been saddled with a Mark of Set token). Two things to note, though:

  1. Youcan really only pick one character, despite how long this condition lasts.
  2. You don’t have to pick any character.

Whatever you do, you’d better consider the next few conditions…

War Zone: New York (blue, slots C-J): Treat all clear terrain as water terrain. Characters that possess the Dolphin or Dolphin Transporter speed symbol modify their attack and speed values by +2.

WHAT IT MEANS: Swimmers rule. Field plenty of them! If you chose to kill off “Namor,” these characters will be quite buffed. Fliers/Phasers/LeapClimbers can get around the mobility problem.

Becoming Serpent Men (brown, slots E-F): All characters can use Blades/Claws/Fangs and Toughness.

WHAT IT MEANS: Close combat is the flavor of the day, and it overlaps with “Death of Namor” and “War Zone” enough to make a swarm of low-cost swimmers really attractive in this scenario.

Summon the Seven Brides (orange, slots F-I): Once per turn as a free action, you can move any character that has a Mark of Set token to any square on the map that is not blocking terrain.

WHAT IT MEANS: Whatever your plan is, this just blows it the heck up. Don’t field characters or team abilities that utterly depend on positioning to work, such as Batman Allies or Defenders. They’ll find themselves plucked out of hindering terrain or away from higher-defense pals, respectively.

The Serpent Crown (black, slots H-J): Choose a friendly character. The character can use Energy Explosion, Telekinesis, and Mind Control, and is healed of 2 damage whenever a character that has a Mark of Set token is defeated.

WHAT IT MEANS: The destruction of your game plan continues. Whoever’s the most wounded of your pieces could get a nice second wind here.

Demogorge the God-Eater (red, slots J-K): At the beginning of each player’s turn, the character with the highest point value on each other player’s force is dealt 1 penetrating damage.

WHAT IT MEANS: With this condition, the destruction of your game plan, whatever it was, is complete. It’s also one more good reason to make sure your tentpole is off the field thanks to “Death of Namor.”

The Return of Namor (cyan, slot L): On your turn, put the friendly character removed from the battlefield in Death of Namor in any unoccupied square fully healed; you can give the character an action as a free action.

WHAT IT MEANS: Your tentpole (or whoever) is back and wreaking havoc upon the remnants of the game. And guess what? Because this dial lacks a red line, you can start the whole cycle again.

SUMMING IT UP: The last of the Event Dials, it again epitomizes the reason I wrote this long-running series. Some dials absolutely can’t be sprung upon unsuspecting players due to build requirements. And some dials are more fun when you can plan for its bonuses and minimize its detriments. Not one you can pick up and play, Atlantis Attacks is nevertheless one of the best E-dials due to its laser focus on its theme.

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That does it for the Building For the Event Dial series. Hope you’ve enjoyed and benefitted from it.

Next: This weekend I continue the Atlantis love with an in-depth (heh) look at the keyword.

As I checked my inventories of clix stuff and old articles, it occurred to me that I never finished this Event Dial series! There were still two left to go. Here’s the first.

Read the introduction to the series HERE to get caught up on the whole premise and to link to the rest of the articles if you’re a recent visitor or follower and missed them the first time around.


E102 WARRIOR MADNESS

"Love" that bad early 1990s art!

THE SETUP
The Madness of a God: The character on your force with the highest point value is “Insane”: opposing to your force and friendly to the opponent to your left. (If two or more characters are tied, that opponent chooses one.) On your turn, before you give any actions, the opponent to your left can give an action to your Insane character. This action does not count against any player’s action total, and the Insane character can also be given actions normally on that opponent’s turn. Insane characters can use Willpower. If the Insane character you own is not defeated, you score 50 additional victory points. Choose a different friendly character to be your “Valkyrie”.

WHAT IT MEANS: Your high-point figure will be a liability, so try to field one that won’t deal death to your own team so easily. Avoid tentpoles! This may be a good time to pull out some less-than-efficient character to head up your team. Also note that your “Valkyrie” will be a key to your team that needs to be watched out for.

TURN THE DIAL: At the end of each round.
The Mind Valkyrie (brown, slots A-F) Valkyries can use Phasing/Teleport and Super Senses.

WHAT IT MEANS: Your “Valkyrie” will be hard to tie down or hit for several rounds. Pick a character that can’t already use these powers.

A Power Gem Gone Astray (blue, slots C-F): Before a player gives an action to your “Insane” character, that player rolls a d6. That player can replace any of that character’s combat values with a value equal to it’s unmodified value plus the result of the roll (halve the result if damage value is chosen) until the beginning of your next turn.

WHAT IT MEANS: The Insane character is even more dangerous to you, so again try not to field your usual power piece.

A Visit to Thanos (yellow, slots G-J) Insane characters can’t be given actions.

WHAT IT MEANS: For these four rounds, your high-point fig will be a sitting duck…one more reason not to pick your best pieces to be your Insane piece. You probably do want to pick one that’s defensively good, though, to help survive the inevitable assault.

Thanos vs. Odin (red, slots I-K) Choose a friendly character. That character can use Outwit, Perplex, and Force Blast. Choose another friendly character. That character can use Quake, Energy Explosion, Pulse Wave, and Toughness.

WHAT IT MEANS: Utter chaos and havoc, basically. With the sudden appearance of Outwit and Perplex, someone’s going off the board, most likely.

Death of the Valkyrie (black, slot L) If your Valkyrie has not been defeated, remove it from the game and you score 50 additional victory points. If your Valkyrie was defeated by an Insane character, that character’s controller scored 50 additional victory points.

WHAT IT MEANS: As though your Insane piece wasn’t enough to worry about, now you’ve got to worry about your “Valkyrie,” too.

SUMMING IT UP: Wild event dial that it is, it’s still not too hard to pick up and play. Warrior Madness probably rewards larger teams with lower-cost figures more than small, tentpole + pit crew-styled forces.

Next entry will wrap up the series entirely with the final event dial (ever?): Atlantis Attacks. Watch for it!