As promised last time, here’s a look back at the first Iron Man-themed swarm I ever played.
DATE PLAYED: 2/16/08
POINT TOTAL: 800
SCENARIO: 10% feats, no pogs
TEAM:
Tony Stark and his remote A.I.-driven spare Iron Man armors
Tony Stark 150
+ Alpha Flight 0
+Brilliant Tactician 20
+Protected 8
Hulkbuster 165
V AW Iron Man 172
+ Alpha Flight 0
NGN Iron Man 160
+ Alpha Flight 0
V War Machine 124
= 799 points
This was well before the 10% feat cap became an official rule. As such, it was good training for that eventuality!
First game was vs. Lee and his team of E Jade, R Gotham Undercover x2, E Metropolis SCU, E CD Green Lantern, Dream Girl, V Icons Raven, R Brainiac 5, E Jinx, Easy Co. Medic x2, JL Batman, R Huntress, V OR Booster Gold and Cosmic Boy in the Hulk Arena. This was a fairly easy match, since Lee didn’t meat-shield Jade when she carted a bunch of fig onto hindering, giving me a shot on her. With Vet Iron Man’s range boosted to 11, he could fire from beyond anyone’s Probability Control range. Subsequent shots on Green Lantern kept him running to medics and unable to mount a real offense. In the end, I was able to KO Jade, GL and Dream Girl without losing a suit. 1-0.
Lessons learned:
Range is king with this team. It would take me several more games to truly apply this knowledge, though.
Second match was against Galactus (I think) and his team of Green Scar, Maestro (both with Fortitude), AV Hulk and Rampaging Hulk. I played my just-traded-for Krakoa and boy did that screw me up. Not only did I thus deny myself the rooftops to snipe from and lose a huge tactical advantage, but I RunShot with Vet IM to blow up a Tombstone and unthinkingly placed him next to hindering, and his all-too-precious Outwit was soon gone. My 2nd great error was “using” Ramp.Hulk’s Squash to place an object to activate Krakoa next to giant Hulk 1) after the big guy already had two tokens and 2) where Green Scar could (and did) EASILY grab it and paste Hulkbuster one. Add that to the fact that too many of my attacks missed like Tony had decided to “fortify himself” with a bottle of rum before the fight and you end up with a crushing defeat…which is USUALLY how Hulk vs. Iron Man fights go!  I lost Vet Iron Man, War Machine and NGN Iron Man, only getting Ramp.Hulk in return. 1-1.
Lessons learned:
Never play a Battlefield Condition half-cocked. With a team of fliers that’s so range-dependent against a ground-pounding team that has NO range, it was a game-breaking decision to not be able to use the rooftops.
Hulkbuster is NOT the equal of Hulk in comics…OR ‘Clix! ‘Nuff said.
Finally, I faced Thrash’s Future theme of Time Trapper, Cosmic Boy+CP, Dream Girl, SR Flash, Lightning Lad, Phantom Girl, Ultra Boy, KC Hawkman and V Emerald Empress in the Arena. Again, it seemed that Tony was drunk and affecting the rest of his remote-controlled A.I.-driven suits. The Separation Field was too close to Phantom Girl, allowing Ultra Boy to land a big hit on NGN Iron Man. Lightning Lad then RS to ping my Vet off Outwit. But Hulkbuster, War Machine and Tony were still on full, so all was not lost…
…until Cos TK’d out V Empress for a single-target PW on Tony. She missed.
And missed.
And missed.
And missed.
And…missed.
And on his LAST theme-PC roll, she hit.
No longer able to boost my attack values to counterattack Stark’s drunken die rolls, I was at a serious disadvantage. But my worst mistake was a Running Shot by Hulkbuster to finish off Lightning Lad to avoid Time Trapper’s line-of-fire for PC…putting myself IN range of his Psychic Blast after the Lad was gone! Bye-bye Impervious and all Hulkbuster’s good clicks. By this time, KC Hawkman was in the fray, KOing Iron Men with every attack. I was wiped out but at least I took down Lightning Lad, Empress and Ultra Boy with me!
Just goes to show…you can’t fight the future!
WIN/LOSS: 1-2. Thus began a string of 1-2 tournaments with Iron Man-centric teams.
Lessons learned:
Again, range is a big deal that I didn’t really leverage enough. I should have struck from 11 squares out for every attack until he was forced to get within everyone else’s zone.
Perplex and other stat boosts are also highly necessary. Particularly with these older Iron Man pieces, which each lack something in their combat values. Tony Stark’s AV and damage top out at 10 and 3 respectively and wane from there. Hulkbuster has poor range and mediocre AV and damage for his points. V AW Iron Man’s 3 damage keeps him from being the hard hitter he needs to be for his cost. SN Iron Man and V War Machine’s 8 range holds them back from greatness. It’s amazing how much more effective all these pieces have since become with the help of Perplex and the new SHIELD ability to boost range.
Hulkbuster is junk. Well, that’s the lesson I THOUGHT I’d learned. But as I showed last time, what matters is how you play him. Now I can hardly conceive of NOT playing him on one of these teams unless the build is under 500 points.
Last weekend, I played another three rounds of the Iron Campaign. With an overall record now of 7-10, I had a chance to reach .500! See if I did on Monday!

As promised last time, here’s a look back at the first Iron Man-themed swarm I ever played.

DATE PLAYED: 2/16/08
POINT TOTAL: 800, 10% feats, no pogs

Tony Stark 150 + Alpha Flight 0 +Brilliant Tactician 20 +Protected 8
Hulkbuster 165
V AW Iron Man 172 + Alpha Flight 0
NGN Iron Man 160 + Alpha Flight 0
V War Machine 124

= 799 points. This was well before the 10% feat cap became an official rule. As such, it was good training for that eventuality!

First game was vs. Lee and his team of E Jade, R Gotham Undercover x2, E Metropolis SCU, E CD Green Lantern, Dream Girl, V Icons Raven, R Brainiac 5, E Jinx, Easy Co. Medic x2, JL Batman, R Huntress, V OR Booster Gold and Cosmic Boy in the Hulk Arena. This was a fairly easy match, since Lee didn’t meat-shield Jade when she carted a bunch of fig onto hindering, giving me a shot on her. With Vet Iron Man’s range boosted to 11, he could fire from beyond anyone’s Probability Control range. Subsequent shots on Green Lantern kept him running to medics and unable to mount a real offense. In the end, I was able to KO Jade, GL and Dream Girl without losing a suit. 1-0.

Lessons learned:

Range is king with this team. It would take me several more games to truly apply this knowledge, though.

Second match was against “Galactus” (I think) and his team of Green Scar, Maestro (both with Fortitude), Hulk (Avengers) and Rampaging Hulk. I played my just-traded-for Krakoa and boy did that screw me up. Not only did I thus deny myself the rooftops to snipe from and lose a huge tactical advantage, but I RunShot with Vet IM to blow up a Tombstone and unthinkingly placed him next to hindering, and his all-too-precious Outwit was soon gone. My 2nd great error was “using” Ramp.Hulk’s Squash to place an object to activate Krakoa next to giant Hulk 1) after the big guy already had two tokens and 2) where Green Scar could (and did) EASILY grab it and paste Hulkbuster one. Add that to the fact that too many of my attacks missed like Tony had decided to “fortify himself” with a bottle of rum before the fight and you end up with a crushing defeat…which is USUALLY how Hulk vs. Iron Man fights go!  I lost Vet Iron Man, War Machine and NGN Iron Man, only getting Ramp.Hulk in return. 1-1.

Lessons learned:

Never play a Battlefield Condition half-cocked. With a team of fliers that’s so range-dependent against a ground-pounding team that has NO range, it was a game-breaking decision to not be able to use the rooftops.

Hulkbuster is NOT the equal of Hulk in comics…OR ‘Clix! ‘Nuff said.

Finally, I faced “Thrash’s” Future theme of Time Trapper, Cosmic Boy+CP, Dream Girl, SR Flash, Lightning Lad, Phantom Girl, Ultra Boy, KC Hawkman and V Emerald Empress in the Arena. Again, it seemed that Tony was drunk and affecting the rest of his remote-controlled A.I.-driven suits. The Separation Field was too close to Phantom Girl, allowing Ultra Boy to land a big hit on NGN Iron Man. Lightning Lad then RS to ping my Vet off Outwit. But Hulkbuster, War Machine and Tony were still on full, so all was not lost…

…until Cos TK’d out V Empress for a single-target PW on Tony. She missed.

And missed.

And missed.

And missed.

And…missed.

And on his LAST theme-PC roll, she hit.

No longer able to boost my attack values to counterattack Stark’s drunken die rolls, I was at a serious disadvantage. But my worst mistake was a Running Shot by Hulkbuster to finish off Lightning Lad to avoid Time Trapper’s line-of-fire for PC…putting myself IN range of his Psychic Blast after the Lad was gone! Bye-bye Impervious and all Hulkbuster’s good clicks. By this time, KC Hawkman was in the fray, KOing Iron Men with every attack. I was wiped out but at least I took down Lightning Lad, Empress and Ultra Boy with me!

Just goes to show…you can’t fight the future!

Get used to this feeling, Iron Man.

Get used to this feeling, Iron Man.

WIN/LOSS: 1-2. Thus began a string of 1-2 tournaments with Iron Man-centric teams.

Lessons learned:

Again, range is a big deal that I didn’t really leverage enough. I should have struck from 11 squares out for every attack until he was forced to get within everyone else’s zone.

Perplex and other stat boosts are also highly necessary. Particularly with these older Iron Man pieces, which each lack something in their combat values. Tony Stark’s AV and damage top out at 10 and 3 respectively and wane from there. Hulkbuster has poor range and mediocre AV and damage for his points. V AW Iron Man’s 3 damage keeps him from being the hard hitter he needs to be for his cost. SN Iron Man and V War Machine’s 8 range holds them back from greatness. It’s amazing how much more effective all these pieces have since become with the help of Perplex and the new SHIELD ability to boost range.

Hulkbuster is junk. Well, that’s the lesson I THOUGHT I’d learned. But as I showed last time, what matters is how you play him. Now I can hardly conceive of NOT playing him on one of these teams unless the build is under 500 points.

Last weekend, I played another three rounds of the Iron Campaign. With an overall record now of 7-10, I had a chance to reach .500! See if I did on Monday!

Got three games in last Saturday to continue the Iron Campaign. I went wayyyy too in-depth with my last battle report (though some told me they enjoyed it — THANKS!) so I’m going to try to shorten things up and make it a little more readable.
First game
200 points
Anthony Stark 100 + Alpha Flight 0
U Iron Man (Mutations & Monsters) 100
vs Lenny’s
Winter Soldier 70
Gamora 73
Scarlet Witch (Avengers Super Rare) 35
I got to pick the wide-open Arena with a Tombstone, Eleha’al Vine and Dynamostat to help me out. Lenny used only a Meteorite.
Opening moves.
I had Anthony Stark grab the Tombstone and park behind the Dynamostat, leaving Iron Man in the starting area. I expected Lenny to move Winter Soldier immediately to the map’s existing hindering terrain, giving him a great sniper’s coverage of nearly the whole Arena. But he instead picked up his Meteorite and parked on a light object while moving Scarlet Witch to a building. A turn later, he moves Gamora to the existing hindering.
First shots.
Winter Soldier blew away the Dynamostat, exposing Stark. This was fine with me; Iron Man then blew away Winter Soldier’s hiding place so Stark could Outwit his Ranged Combat Expert. Lenny tied up Stark with Scarlet Witch, but it didn’t seem to help him much; Iron Man Running Shot Winter Soldier off his top click and Scarlet Witch fell to a OHKO by Stark’s Tombstone. Stark then Outwitted Gamora’s Charge.
Turning point.
Lenny forgot about Charging and simply based Stark with Gamora. In the meantime, Winter Soldier was able to pop him off Outwit. That opened him up for Gamora to peel his suit apart with hit after Weakness-Exploiting hit.
Iron Man started to break for the Vine, having taken a crithit from WS and further damage from Gamora, but I realized Gamora would catch up and probably KO him before any real healing occurred. Managed to break WAY away from her to chase Winter Soldier, but the gun-toting spy managed to immediately roll the 9+ needed to win the game.
Iron Campaign record slips to 5-10.
Lessons learned:
Stark should be kept just close enough to use Outwit until it’s time to close in. I got too close in, trusting too much to the Dynomastat for cover KNOWING it would get blown up, and then pressing the attack instead of retreating beyond any possibility of being swarmed.
Beware enemy tie-up.
Get Gamora while the getting’s good. I treated WS as the main threat too long and Stark paid. Without Stark, I couldn’t win.
Now that Paul, our last player of the day, was here, we played a 700-point 3- way Battle Royale.
Iron Man (Secret Invasion) 188 + Brilliant Tactician 20 + Inside Info 4 + Thunderbolts 5 + Alias 3
Hulkbuster 165 + Unstoppable 5
Iron Man (Supernova) 160 + Stunning Blow 10 + Thunderbolts 5
U Iron Man (Mutations & Monsters) 100 + Vendetta 6
R Mandroid Armor 28
As usual, Lenny loaded for bear:
Superman (Justice League) 226 + Fortitude 25
Green Lantern (Crisis) 157 + Shellhead 10
Green Arrow (Crisis) 104
Batman (Justice League) 75
Gamora 73
Soooooo close to a thematic team. :)
Paul, on the other hand, went for mostly wackiness:
Bizarro #1 (Arkham Asylum) 199
Ch’p 82
Plasmus 80
Impossible Man 72
Batzarro 69
Mr. Mind 68
Plastic Man (Justice League) 55
Ambush Bug 50
Val-Or 23
Franklin Richard 2
Yeah, a lot like one of my first posted teams. :)
Paul won the map roll and picked the old office, an indoor map with an open space between compartmentalized rooms. He also played Damage Control, while Lenny cancelled my Bright Lights with Ordinary Day. I made my T-Bolts Ultimates.
Opening gambits.
I played very conservatively to not get double-teamed. I’d picked the most open part of the map to give my ranged fighters maximum lines of fire.
Lenny, though, underestimated Paul’s reach with Ch’p’s TK and got Green Arrow immediately crithit by Bizarro onto his last click. (That’s all Bizarro could do, eventually becoming the first KO.
I get involved.
Me, I kept my tin men well down the open hallway in a snipers’ formation to prevent any easy forays against me. But Paul decided not to leave me alone, sending Plastic Man (who I’d deliberately let alone despite having easy attack access to him via my TBolts) to tie up my 100-point Free Comic Book Day Iron Man and somewhat spoiling my options.
An opening!
After Lenny used Superman to finish off Bizarro #1, he put him in a safe place around a corner…or so he thought.
Using the Unstoppable feat, Hulkbuster smashed the wall Superman was hiding behind and SN Iron Man landed a Stunning Blow that caused 3 clicks all told to Supes, effectively ending his Hypersonic Speed threat. Then, thanks to the Damage Control BFC, the wall closed up, preventing any possibility of retaliation. Meanwhile, SI Iron Man Running Shot Plastic Man to near-uselessness (though it took a couple of tries.
Lenny and Paul continued to fight it out, with Paul definitely on the losing end of matters. Though Green Arrow finally dropped, Paul lost Impossible Man, Plasmus and Mr. Mind in the process.
Too little, too late.
I wouldn’t be able to use my Unstoppable wall-break trick again, so I inched closer to the skirmish. Made the slight error, though, of using my Mandroid as a meat shield for his taxi, Hulkbuster. Ch’p came out and Running Shot the ‘droid into near-uselessness. Meanwhile, I was way short on points and nearly out of time in “regulation play,” so I threw my efforts into nailing Ch’p and Batzarro for points. Got the squirrel, but couldn’t quite finish Batzarro…not without pushing, and it wouldn’t NEARLY make up the deficit. So as time expired, I found myself in a distant  2nd place.
The REST of the story (with apologizes to the late great Paul Harvey).
We played on. As Paul retreated to attempt an end-around of my team with his remnants, Lenny came after me, big time. Green Lantern TK’d Gamora into Perplex-aided Charge range of Hulkbuster, hitting him for 4 straight (Exploit Weakness. Ugh, I hate that chick). The rest of the Iron Men lit her like a Christmas tree in the fireplace. Similarly, Superman was hit hard onto his 20 DV click and eventually off the board.
Now there was only Green Lantern and Batman to deal with (besides Paul’s Val-Or, Franklin pog and Ambush Bug sneaking in behind me), but they weren’t going quietly. Batman’s Outwit made sure Hulkbuster felt all 3 clicks of GL’s Running Shot, sending the suddenly Stealthy big guy to the bushes. Batman was the next to fall (at the replusor-wielding palms of SN Iron Man — thank you Thunderbolted Ultimates TA), but not before SI Iron Man got blasted for 4 clicks off his Extremis powers and onto Charge.
By now, Paul had gotten his scragglers in place to tie up most of my team, leaving them sitting ducks for Green Lantern to take potshots at once he;d finished off Hulkbuster. SN Iron Man was particularly stuck with Val-Or, failing breakaway after breakaway. Fortunately, SI Iron Man made most of his and eventually cleared out the annoying fodder until SN Iron Man finally got clear to finish the game.
Lesson learned:
SI Iron Man wins games for this team. So much so, I almost decided not to use the piece in the next game.
Hulkbuster + Unstoppable pays off. It seems unthinkable to me that there was a time I was determined to never play him on this theme again. (I’ll tell THAT story in a future installment.) Unstoppable on him is ALL about giving this ranged team a way to compete on cramped, indoor maps, and it worked big time.
Got to be careful of those time limits without overextending myself. Haven’t quite found the balance, here.
Paul had a date, so completely-uncoupled-up Lenny and I played one more match.
700 points
Iron Man (Secret Invasion) 188 + Brilliant Tactician 20 + Inside Info 4 + Thunderbolts 5 + Improvise 7
Hulkbuster 165 + Unstoppable 5 + Lunge 5
E Iron Man (Armor Wars) 135
U Iron Man (Mutations & Monsters) 100 + Vendetta 6
Guardsman 32
R Mandroid Armor 28
vs
Thanos (Supernova) 267 + Shellhead 10 + Protected 8
Dr. Doom (Fantastic 4) 200 + Alias 3
Susan Richards 120
Gamora 73 + Alias 3
I won the map roll and picked a map I usually hate: the Rooftops of Galactus. Limiting Thanos and Gamora’s range of movement was key, I figured, and it would also lessen Skrull Sue’s opportunities to shoot through walls and stuff.
The fight starts QUICK!
I huddled much of my team on and around my Kinetic Accelerator and Eleha’al Vine behind a tiny bit of blocking terrain. Nearly paid dearly for it when Sue TK’s Thanos who barely missed his Psychic Blast on Hulkbuster. I pushed E AW Iron Man to try to ping Thanos but missed. The mad Titan hit him back.
The 2nd wave.
Now Sue tossed Doom out to Running Shoot someone. Fortunately, Doom missed, giving E AW a chance to get off the Accelerator and to the Vine right next door. Unfortunately, I rolled too high on the Accelerator and blew it up, negating my plans for Hulkbuster to Charge Thanos 10 squares away. I went to the backup plan and TK’d (with my Mandroid) Hulkbuster to hit Doom with the Meteorite for big damage.
Uh-oh.
That was the good news. The bad was that Doom had regained his free-breakaway Special Power, had Willpower and would certainly leave Hulkbuster wide open for Thanos to easily destroy. That is, unless I sacrificed Guardsman to block Line of Fire. Which I did. It also had the side benefit of preventing a TK’d Gamora from getting to Hulkbuster as well.
As I expected, Doom ran behind Thanos’ skirts (well, okay, it’s a tunic, technically) and Thanos hit Guardsman…even with a roll of 3…even though I’d Brilliant Tactician’d up his defense. And because I’d had to push Guardsman to make the move, he was thus one-shot by the mad Titan.
So here came Gamora, TK’d over and Charging Hulkbuster. I said, out loud: “I’m REALLY getting tired of this chick.” :)
Fortunately, she missed her initial attack. But the advantage was all Lenny’s thanks to the free-push abilities of Gamora and Thanos.
Turning Point.
E AW Iron Man had healed a single click via the Vine but still had Perplex, so I boosted SI Iron Man’s range with him while using Extremis to boost his damage. FCBD Iron Man then Running Shot, using Mandroid’s free SHIELD range  boost to ping Thanos off his first click. Then I did a Running Shot with SI Iron Man him next to both Mandroid and FCBD Iron Man to gain a double SHIELD boost to range to hit Thanos from 11 out, keeping all from Thanos’ retaliation.
Now unable to shoot anyone at the moment, Thano chased and based E AW. That gave me a SHIELD-boosted Running Shot with FCBD Iron Man to knock Thanos off his Probability Control clicks. E AW was done for as soon as Thanos could act again, but I was OK with this, as it had allowed SI Iron Man to chase down Doom for the KO. Meanwhile, Hulkbuster had survived several low Gamora rolls and scored a couple on her to take her out.
Now I could swarm Thanos, with Hulkbuster basing and all missing (I continually Extremis’d down Thanos’ AV). Between misses against Thanos, SIron Man got Sue and eventually Hulkbuster cracked through for the KO.
Iron Campaign improves to 7-10. Getting there.
Lessons learned:
SHIELD TA is worth its weight. Make sure I always have one or two cheap sources of the ability on a team OTHER than Free Comic Book Day Iron Man.
Put Hulkbuster on the Kinetic Accelerator, not some other “placeholder” character. E AW Iron Man’s premature overloading of the special object could have been a crippling occurrence.

And again: Hulkbuster comes through. Next installment, I’ll take a look back at an event that contributed some of the loss-column numbers of the Iron Campaign back in early 2008.

Ready to RUMBLE.

Ready to RUMBLE.

Got three games in last Saturday to continue the Iron Campaign. I went wayyyy too in-depth with my last battle report (though some told me they enjoyed it — THANKS!) so I’m going to try to shorten things up and make it a little more readable.

First game: 200 points

Anthony Stark 100 + Alpha Flight 0
U Iron Man (Mutations & Monsters) 100

vs Lenny’s

Winter Soldier 70
Gamora 73
Scarlet Witch (Avengers Super Rare) 35

I got to pick the wide-open Arena with a Tombstone, Eleha’al Vine and Dynamostat to help me out. Lenny used only a Meteorite.

Opening moves.
I had Anthony Stark grab the Tombstone and park behind the Dynamostat, leaving Iron Man in the starting area. I expected Lenny to move Winter Soldier immediately to the map’s existing hindering terrain, giving him a great sniper’s coverage of nearly the whole Arena. But he instead picked up his Meteorite and parked on a light object while moving Scarlet Witch to a building. A turn later, he moves Gamora to the existing hindering.

First shots.
Winter Soldier blew away the Dynamostat, exposing Stark. This was fine with me; Iron Man then blew away Winter Soldier’s hiding place so Stark could Outwit his Ranged Combat Expert. Lenny tied up Stark with Scarlet Witch, but it didn’t seem to help him much; Iron Man Running Shot Winter Soldier off his top click and Scarlet Witch fell to a OHKO by Stark’s Tombstone. Stark then Outwitted Gamora’s Charge.

Turning point.
Lenny forgot about Charging and simply based Stark with Gamora. In the meantime, Winter Soldier was able to pop him off Outwit. That opened him up for Gamora to peel his suit apart with hit after Weakness-Exploiting hit.

Iron Man started to break for the Vine, having taken a crithit from WS and further damage from Gamora, but I realized Gamora would catch up and probably KO him before any real healing occurred. Managed to break WAY away from her to chase Winter Soldier, but the gun-toting spy managed to immediately roll the 9+ needed to win the game.

Iron Campaign record slips to 5-10.

Lessons learned:

Anthony Stark should be kept just close enough to use Outwit until it’s time to close in. I got too close in, trusting too much to the Dynomastat for cover KNOWING it would get blown up, and then pressing the attack instead of retreating beyond any possibility of being swarmed.

Beware enemy tie-up. Especially if a swarm or snipers are involved.

Get Gamora while the getting’s good. I treated WS as the main threat too long and Stark paid. Without Stark, I couldn’t win.

Second game: 700-point 3- way Battle Royale.

Now that Paul, our last player of the day, was here, we played the real tournament.

Iron Man (Secret Invasion) 188 + Brilliant Tactician 20 + Inside Info 4 + Thunderbolts 5 + Alias 3

Hulkbuster 165 + Unstoppable 5
Iron Man (Supernova) 160 + Stunning Blow 10 + Thunderbolts 5
U Iron Man (Mutations & Monsters) 100 + Vendetta 6
R Mandroid Armor 28

As usual, Lenny loaded for bear:

Superman (Justice League) 226 + Fortitude 25
Green Lantern (Crisis) 157 + Shellhead 10
Green Arrow (Crisis) 104
Batman (Justice League) 75
Gamora 73

Soooooo close to a thematic team. :)

Paul, on the other hand, went for mostly wackiness:

Bizarro #1 (Arkham Asylum) 199
Ch’p 82
Plasmus 80
Impossible Man 72
Batzarro 69
Mr. Mind 68
Plastic Man (Justice League) 55
Ambush Bug 50
Val-Or 23
Franklin Richard 2

Yeah, a lot like one of my first posted teams. :)

Paul won the map roll and picked the old office, an indoor map with an open space between compartmentalized rooms. He also played Damage Control, while Lenny cancelled my Bright Lights with Ordinary Day. I made my T-Bolts Ultimates.

Opening gambits.
I played very conservatively to not get double-teamed. I’d picked the most open part of the map to give my ranged fighters maximum lines of fire.

Lenny, though, underestimated Paul’s reach with Ch’p’s TK and got Green Arrow immediately crithit by Bizarro onto his last click. (That’s all Bizarro could do, eventually becoming the first KO.

I get involved.
Me, I kept my tin men well down the open hallway in a snipers’ formation to prevent any easy forays against me. But Paul decided not to leave me alone, sending Plastic Man (who I’d deliberately let alone despite having easy attack access to him via my TBolts) to tie up my 100-point Free Comic Book Day Iron Man and somewhat spoiling my options.

An opening!
After Lenny used Superman to finish off Bizarro #1, he put him in a safe place around a corner…or so he thought.

Using the Unstoppable feat, Hulkbuster smashed the wall Superman was hiding behind and SN Iron Man landed a Stunning Blow that caused 3 clicks all told to Supes, effectively ending his Hypersonic Speed threat. Then, thanks to the Damage Control BFC, the wall closed up, preventing any possibility of retaliation. Meanwhile, SI Iron Man Running Shot Plastic Man to near-uselessness (though it took a couple of tries.

Lenny and Paul continued to fight it out, with Paul definitely on the losing end of matters. Though Green Arrow finally dropped, Paul lost Impossible Man, Plasmus and Mr. Mind in the process.

Too little, too late.
I wouldn’t be able to use my Unstoppable wall-break trick again, so I inched closer to the skirmish. Made the slight error, though, of using my Mandroid as a meat shield for his taxi, Hulkbuster. Ch’p came out and Running Shot the ‘droid into near-uselessness. Meanwhile, I was way short on points and nearly out of time in “regulation play,” so I threw my efforts into nailing Ch’p and Batzarro for points. Got the squirrel, but couldn’t quite finish Batzarro…not without pushing, and it wouldn’t NEARLY make up the deficit. So as time expired, I found myself in a distant  2nd place.

The REST of the story (with apologizes to the late great Paul Harvey).
We played on. As Paul retreated to attempt an end-around of my team with his remnants, Lenny came after me, big time. Green Lantern TK’d Gamora into Perplex-aided Charge range of Hulkbuster, hitting him for 4 straight (Exploit Weakness. Ugh, I hate that chick). The rest of the Iron Men lit her like a Christmas tree in the fireplace. Similarly, Superman was hit hard onto his 20 DV click and eventually off the board.

Now there was only Green Lantern and Batman to deal with (besides Paul’s Val-Or, Franklin pog and Ambush Bug sneaking in behind me), but they weren’t going quietly. Batman’s Outwit made sure Hulkbuster felt all 3 clicks of GL’s Running Shot, sending the suddenly Stealthy big guy to the bushes. Batman was the next to fall (at the replusor-wielding palms of SN Iron Man — thank you Thunderbolted Ultimates TA), but not before SI Iron Man got blasted for 4 clicks off his Extremis powers and onto Charge.

By now, Paul had gotten his scragglers in place to tie up most of my team, leaving them sitting ducks for Green Lantern to take potshots at once he;d finished off Hulkbuster. SN Iron Man was particularly stuck with Val-Or, failing breakaway after breakaway. Fortunately, SI Iron Man made most of his and eventually cleared out the annoying fodder until SN Iron Man finally got clear to finish the game.

Lessons learned:

SI Iron Man wins games for this team. So much so, I almost decided not to use the piece in the next game.

Hulkbuster + Unstoppable pays off. It seems unthinkable to me that there was a time I was determined to never play him on this theme again. (I’ll tell THAT story in a future installment.) Unstoppable on him is ALL about giving this ranged team a way to compete on cramped, indoor maps, and it worked big time.

Got to be careful of those time limits without overextending myself. Haven’t quite found the balance, here.

Paul had a date, so completely-uncoupled-up Lenny and I played one more game.

Third game: 700 point match.

Iron Man (Secret Invasion) 188 + Brilliant Tactician 20 + Inside Info 4 + Thunderbolts 5 + Improvise 7
Hulkbuster 165 + Unstoppable 5 + Lunge 5
E Iron Man (Armor Wars) 135
U Iron Man (Mutations & Monsters) 100 + Vendetta 6
Guardsman 32
R Mandroid Armor 28

vs

Thanos (Supernova) 267 + Shellhead 10 + Protected 8
Dr. Doom (Fantastic 4) 200 + Alias 3
Susan Richards 120
Gamora 73
+ Alias 3

I won the map roll and picked a map I usually hate: the Rooftops of Galactus. Limiting Thanos and Gamora’s range of movement was key, I figured, and it would also lessen Skrull Sue’s opportunities to shoot through walls and stuff.

The fight starts QUICK!
I huddled much of my team on and around my Kinetic Accelerator and Eleha’al Vine behind a tiny bit of blocking terrain. Nearly paid dearly for it when Sue TK’s Thanos who barely missed his Psychic Blast on Hulkbuster. I pushed E AW Iron Man to try to ping Thanos but missed. The mad Titan hit him back.

The 2nd wave.
Now Sue tossed Doom out to Running Shoot someone. Fortunately, Doom missed, giving E AW a chance to get off the Accelerator and to the Vine right next door. Unfortunately, I rolled too high on the Accelerator and blew it up, negating my plans for Hulkbuster to Charge Thanos 10 squares away. I went to the backup plan and TK’d (with my Mandroid) Hulkbuster to hit Doom with the Meteorite for big damage.

Uh-oh.
That was the good news. The bad was that Doom had regained his free-breakaway Special Power, had Willpower and would certainly leave Hulkbuster wide open for Thanos to easily destroy. That is, unless I sacrificed Guardsman to block Line of Fire. Which I did. It also had the side benefit of preventing a TK’d Gamora from getting to Hulkbuster as well.

As I expected, Doom ran behind Thanos’ skirts (well, okay, it’s a tunic, technically) and Thanos hit Guardsman…even with a roll of 3…even though I’d Brilliant Tactician’d up his defense. And because I’d had to push Guardsman to make the move, he was thus one-shot by the mad Titan.

So here came Gamora, TK’d over and Charging Hulkbuster. I said, out loud: “I’m REALLY getting tired of this chick.” :)

Fortunately, she missed her initial attack. But the advantage was all Lenny’s thanks to the free-push abilities of Gamora and Thanos.

Turning Point.
E AW Iron Man had healed a single click via the Vine but still had Perplex, so I boosted SI Iron Man’s range with him while using Extremis to boost his damage. FCBD Iron Man then Running Shot, using Mandroid’s free SHIELD range  boost to ping Thanos off his first click. Then I did a Running Shot with SI Iron Man him next to both Mandroid and FCBD Iron Man to gain a double SHIELD boost to range to hit Thanos from 11 out, keeping all from Thanos’ retaliation.

Now unable to shoot anyone at the moment, Thano chased and based E AW. That gave me a SHIELD-boosted Running Shot with FCBD Iron Man to knock Thanos off his Probability Control clicks. E AW was done for as soon as Thanos could act again, but I was OK with this, as it had allowed SI Iron Man to chase down Doom for the KO. Meanwhile, Hulkbuster had survived several low Gamora rolls and scored a couple on her to take her out.

Now I could swarm Thanos, with Hulkbuster basing and all missing (I continually Extremis’d down Thanos’ AV). Between misses against Thanos, SIron Man got Sue and eventually Hulkbuster cracked through for the KO.

Made of WIN.

Made of WIN.

Iron Campaign improves to 7-10. Getting there.

Lessons learned:

SHIELD TA is worth its weight. Make sure I always have one or two cheap sources of the ability on a team OTHER than Free Comic Book Day Iron Man.

Put Hulkbuster on the Kinetic Accelerator, not some other “placeholder” character. E AW Iron Man’s premature overloading of the special object could have been a crippling occurrence.

And again: Hulkbuster comes through. Next installment, I’ll take a look back at an event that contributed some of the loss-column numbers of the Iron Campaign back in early 2008.

With the lessons learned from my last few pre-Iron Campaign excursions, I fielded a 1000-point version recently.
Iron Man (Secret Invasion) 188
+ Brilliant Tactician 20
+ Thunderbolts 5
V Iron Man (Armor Wars) 172
+ Thunderbolts 5
Hulkbuster 165
+ Unstoppable 5
Iron Man (Supernova) 160
+ Stunning Blow 10
+ Thunderbolts 5
Anthony Stark 100
+ Thunderbolts 5
U Iron Man (Mutations & Monsters) 100
Guardsman 32
R Mandroid Armor 28
= 1000 points of cutting-edge Stark technology.
My opponent was Lenny, who fielded a team that would test my mettle.
Silver Surfer (Avengers) 231
Green Scar 230
+ Fortitude 25
+ Protected 8
Namor (Secret Invasion) 150
Dr. Strange (Secret Invasion) 149
+ Brilliant Tactician 20
Gravity 75
Gamora 73
SR Scarlet Witch (Avengers) 35
He won the map roll and picked the Outdoor Danger Room map. I didn’t mind, as that gave my range-heavy team plenty of wide-open space to shoot at. I played the Inferno BFC to flush out anyone hiding in hindering terrain, but Lenny cancelled it with Ordinary Day. Again, that suited me fine. I fielded a trio of Special Objects: The healing Eleha’al Vine, the Meteorite and the Kinetic Accelerator. Lenny used his own copies of the former two. Finally, I picked Mystics as my Thunderbolts team ability.
Immediately, Lenny used Gravity to move Surfer via Telekinesis to his rooftop so he could blow up my Accelerator!
I used Mandroid Armor to TK Guardsman to the roof, then did a Running Shot next to him with V Armor Wars Iron Man (Vet AW) to gain the SHIELD damage boost. But I missed the shot, and next turn Lenny retreated Surfer from any sort of followup shot.
Lenny moved Namor out to grab a heavy object while moving Dr. Strange, Scarlet Witch, Gravity and Scar to a patch of hindering terrain within easy
Here I made a first real mistake. Instead of attempting a Running Shot off the roof with Vet AW, I tried a standing shot from there. It didn’t work, thanks to Dr. Strange’s high defense compounded by the hindering terrain bonus. This left the Vet open to retaliatory Hypersonic Speedy shots from Silver Surfer, forced rerolls by Scarlet Witch’s Probability Control, and sniper shots from Dr. Strange himself. (A better decision would have been to try a shot from extreme range on Gravity.)
I found myself forced to back up the Vet with Secret Invasion Iron Man (SIron Man), the linchpin of the team, much earlier than I liked. Also failing his attack, at least he was able to keep Gravity’s TK Outwitted to prevent the big Hulk strike.
Alas, that didn’t do much to prevent the big Namor strike! The avenging son of Atlantis soon came Charging in to Flurry the Vet Iron Man hard with a heavy object. Fortunately, Namor missed the followup Flurry strike, preserving the precious Outwit power. Unfortunately, on my turn both Hulkbuster and Supernova Iron Man failed their respective Charge and Running Shot attempts.
Tired of my constant Outwitting of Telekinesis, Lenny simply used Green Scar’s Leap/Climb (part of his “Smash” Special Power) to base SN Iron Man, putting both him and Hulkbuster in jeopardy. And then he based SN Iron Man with Gamora, too! Things looked hella bleak for the Silver Centurion.
Figuring that, at minimum, Gamora was about to use Willpower+Exploit Weakness to punch through his armor like wet paper, I pushed SN Iron Man to deliver a Stunning Blow on Green Scar. CRITICAL HIT! Scar took 3, got knocked back, lost his Meteorite and gained a token to keep him from moving. Dr. Strange, too got hit well at last by either SIron Man or Free Comic Book Day Iron Man (FCBD) to make him a relative non-factor (well, not entirely accurate, as he still could Brilliant Tactician). It was about here, though, that Vet AW fell at last to Namor and Scarlet Witch for the game’s first KO.
Just within the normal time limit, Dr. Strange was knocked out. Unfortunately, his KO points (149 + Brilliant Tactician’s 20 = 169) wouldn’t exceed what I lost in Vet AW (172 + Thunderbolts’ 5 = 177). Even if Lenny’d thought to use Protected on the Green Scar hit, the game would’ve been a draw.
We played on. FCBD tried to push and hit Gamora to stop her attack on SN Iron Man, but whiffed. Green Scar didn’t miss, having been beaten to his sweetest click, and neither did Gamora. SN Iron Man was down!
Anthony Stark was using Outwit to keep Namor in check (countering first his  Exploit Weakness, then his Avenging Son SP) while Hulkbuster worked him. SIron Man had been TK’d behind the building to Brilliant Tactician his fellows (and get away from Silver Surfer, who’d fortunately not yet landed his ranged attacks on the high-defense leader of my team) to help speed up the hits.
FCBD Iron Man made a Running Shot further away to try hitting Gamora, but failed yet again. Green Scar, despite making every Impervious roll so far, couldn’t make any attacks (Hulkbuster blocked access to the roof) and was in danger getting swarmed with Namor down, so he beat a retreat toward his Vine for healing and I couldn’t stop him. Gamora, for her part, based FCBD to prevent any further shooting and force him to deal with her 20 DV in close combat. Breakaway proved unsuccessful.
I took an opportunity to push Hulkbuster to Charge Silver Surfer with Scar’s discarded Meteorite to put a swift end to his hypersonic ways. But now he, too, would be able to Phase away and retreat.
Moving Anthony Stark to the ground for better firing/Outwit opportunities, I figured to push to FCBD Iron Man’s next “Invincible” click to minimize the damage Gamora could do once she was clear to act. But I forgot to use A.Stark’s Outwit to counter Gamora’s Exploit Weakness, making my move pretty pointless. She hit FCBD to his last click.
Scarlet Witch, though long beaten off her Prob. Control, proved to be a further annoyance by tossing up a Barrier, keeping SI Iron Man from pressing his pursuit (having already missed shots on the 200+ point targets). Scar, now on the Vine, was healing back up to move+attack deadliness.
FCBD got a clutch breakaway from Gamora and certain defeat to a nearby rooftop. Hulkbuster moved to the roof, too (Running Shooting Scarlet Witch on the way) and SIron Man also joined him there (Running Shooting and missing Scar and Surfer on his way). Bad move: SIron Man got Psychic Blasted by Silver Surfer. Mandroid pushed to base Surfer to prevent further shooting.
Back on the ground, A.Stark hit Gamora hard with a SHIELD boosted shot and  kept her nerfed with Outwit. Green Scar, now healed back to his move+attacking early clicks, moved just below SIron Man and Stark, threatening them both (thanks to his Leap/Climb, which allows close combat on differing elevations). SIron Man took a Running Shot on Scar, who broke away (from the Guardsman I’d just moved to tie him up with) to jump him with Exploit Weakness for 4 damage deep into his dial!
Fortunately, SIron Man could still Brilliant Tactician, enabling FCBD to hit Green Scar with Ranged Combat Expert while Hulkbuster Running Shot Gamora and A.Stark blew Silver Surfer away. Scar got swarmed, and when his Regen failed, it was easy winnings.
Record improves to 5-9.
Despite an unhealthy number of poor die rolls, this Stark Armory team did pretty well! Lessons I gleaned from this game:
Range helps. When the Iron Men can use their range to the fullest, it helps. To that end…
Running Shot at full range if at all possible. If I have 10 range and have the opportunity to take a shot from extreme range, even if the target isn’t  the best choice, take it anyway. Minimize my vulnerability to counterattack.
Set up where enemy has minimal cover or where I can shoot at will. This particular map has an edge and corner with almost no cover
Mandroid Armor’s Telekinesis is a huge bonus. Since the theme allows for not just Iron Men, but also Stark-designed characters like the Guardsmen, “Iron” Spider-Man and the like, I’ll be including one of these fellows on every team I can. TK helps address the Iron Man’s dependence on range.
T-Bolt to Ultimates, always. Just do it. As much as Mystics helped me whittle down Green Scar a little bit or prevented Dr. Strange from taking shots on me, being able to ignore hindering terrain bonuses might’ve helped more.

Iron-man-armors

With the lessons learned from my last few pre-Iron Campaign excursions, I fielded a 1000-point version recently.

Iron Man (Secret Invasion) 188
+ Brilliant Tactician 20
+ Thunderbolts 5
V Iron Man (Armor Wars) 172
+ Thunderbolts 5
Hulkbuster 165
+ Unstoppable 5
Iron Man (Supernova) 160
+ Stunning Blow 10
+ Thunderbolts 5
Anthony Stark 100
+ Thunderbolts 5
U Iron Man (Mutations & Monsters) 100
Guardsman 32
R Mandroid Armor 28

= 1000 points of cutting-edge Stark technology.

My opponent was Lenny, who fielded a team that would test my mettle.

Silver Surfer (Avengers) 231
Green Scar 230
+ Fortitude 25
+ Protected 8
Namor (Secret Invasion) 150
Dr. Strange (Secret Invasion) 149
+ Brilliant Tactician 20
Gravity 75
Gamora 73
SR Scarlet Witch (Avengers) 35

He won the map roll and picked the Outdoor Danger Room map. I didn’t mind, as that gave my range-heavy team plenty of wide-open space to shoot at. I played the Inferno BFC to flush out anyone hiding in hindering terrain, but Lenny cancelled it with Ordinary Day. Again, that suited me fine. I fielded a trio of Special Objects: The healing Eleha’al Vine, the Meteorite and the Kinetic Accelerator. Lenny used his own copies of the former two. Finally, I picked Mystics as my Thunderbolts team ability.

Immediately, Lenny used Gravity to move Surfer via Telekinesis to his rooftop so he could blow up my Accelerator!

I used Mandroid Armor to TK Guardsman to the roof, then did a Running Shot next to him with V Armor Wars Iron Man (Vet AW) to gain the SHIELD damage boost. But I missed the shot, and next turn Lenny retreated Surfer from any sort of followup shot.

Lenny moved Namor out to grab a heavy object while moving Dr. Strange, Scarlet Witch, Gravity and Scar to a patch of hindering terrain within easy reach of my team. With a TK move from Gravity, Scar could hit any one of my people at will if I wasn’t careful.

Here I made a first real mistake. Instead of attempting a Running Shot off the roof with Vet AW, I tried a standing shot from there. It didn’t work, thanks to Dr. Strange’s high defense compounded by the hindering terrain bonus. This left the Vet open to retaliatory Hypersonic Speedy shots from Silver Surfer, forced rerolls by Scarlet Witch’s Probability Control, and sniper shots from Dr. Strange himself. (A better decision would have been to try a shot from extreme range on Gravity.)

I found myself forced to back up the Vet with Secret Invasion Iron Man (SIron Man), the linchpin of the team, much earlier than I liked. Also failing his attack, at least he was able to keep Gravity’s TK Outwitted to prevent the big Hulk strike.

Alas, that didn’t do much to prevent the big Namor strike! The avenging son of Atlantis soon came Charging in to Flurry the Vet Iron Man hard with a heavy object. Fortunately, Namor missed the followup Flurry strike, preserving the precious Outwit power. Unfortunately, on my turn both Hulkbuster and Supernova Iron Man failed their respective Charge and Running Shot attempts.

Tired of my constant Outwitting of Telekinesis, Lenny simply used Green Scar’s Leap/Climb (part of his “Smash” Special Power) to base SN Iron Man, putting both him and Hulkbuster in jeopardy. And then he based SN Iron Man with Gamora, too! Things looked hella bleak for the Silver Centurion.

Figuring that, at minimum, Gamora was about to use Willpower+Exploit Weakness to punch through his armor like wet paper, I pushed SN Iron Man to deliver a Stunning Blow on Green Scar. CRITICAL HIT! Scar took 3, got knocked back, lost his Meteorite and gained a token to keep him from moving. Dr. Strange, too got hit well at last by either SIron Man or Free Comic Book Day Iron Man (FCBD) to make him a relative non-factor (well, not entirely accurate, as he still could Brilliant Tactician). It was about here, though, that Vet AW fell at last to Namor and Scarlet Witch for the game’s first KO.

Just within the normal time limit, Dr. Strange was knocked out. Unfortunately, his KO points (149 + Brilliant Tactician’s 20 = 169) wouldn’t exceed what I lost in Vet AW (172 + Thunderbolts’ 5 = 177). Even if Lenny’d thought to use Protected on the Green Scar hit, the game would’ve been a draw.

ironmansmashed

We played on. FCBD tried to push and hit Gamora to stop her attack on SN Iron Man, but whiffed. Green Scar didn’t miss, having been beaten to his sweetest click, and neither did Gamora. SN Iron Man was down!

Anthony Stark was using Outwit to keep Namor in check (countering first his  Exploit Weakness, then his Avenging Son SP) while Hulkbuster worked him. SIron Man had been TK’d behind the building to Brilliant Tactician his fellows (and get away from Silver Surfer, who’d fortunately not yet landed his ranged attacks on the high-defense leader of my team) to help speed up the hits.

FCBD Iron Man made a Running Shot further away to try hitting Gamora, but failed yet again. Green Scar, despite making every Impervious roll so far, couldn’t make any attacks (Hulkbuster blocked access to the roof) and was in danger getting swarmed with both Namor and Gravity down, so he beat a retreat toward his Vine for healing and I couldn’t stop him. Gamora, for her part, based FCBD to prevent any further shooting and force him to deal with her 20 DV in close combat. Breakaway proved unsuccessful.

I took an opportunity to push Hulkbuster to Charge Silver Surfer with Scar’s discarded Meteorite to put a swift end to his hypersonic ways. But now he, too, would be able to Phase away and retreat.

Moving Anthony Stark to the ground for better firing/Outwit opportunities, I figured to push to FCBD Iron Man’s next “Invincible” click to minimize the damage Gamora could do once she was clear to act. But I forgot to use A.Stark’s Outwit to counter Gamora’s Exploit Weakness, making my move pretty pointless. She hit FCBD to his last click.

Scarlet Witch, though long beaten off her Prob. Control, proved to be a further annoyance by tossing up a Barrier, keeping SI Iron Man from pressing his pursuit (having already missed shots on the 200+ point targets). Scar, now on the Vine, was healing back up to move+attack deadliness.

FCBD got a clutch breakaway from Gamora and certain defeat to a nearby rooftop. Hulkbuster moved to the roof, too (Running Shooting Scarlet Witch on the way) and SIron Man also joined him there (Running Shooting and missing Scar and Surfer on his way). Bad move: SIron Man got Psychic Blasted by Silver Surfer. Mandroid pushed to base Surfer to prevent further shooting.

Back on the ground, A.Stark hit Gamora hard with a SHIELD boosted shot and  kept her nerfed with Outwit. Green Scar, now healed back to his move+attacking early clicks, moved just below SIron Man and Stark, threatening them both (thanks to his Leap/Climb, which allows close combat on differing elevations). SIron Man took a Running Shot on Scar, who broke away (from the Guardsman I’d just moved to tie him up with) to jump him with Exploit Weakness for 4 damage deep into his dial!

Fortunately, SIron Man could still Brilliant Tactician, enabling FCBD to hit Green Scar with Ranged Combat Expert while Hulkbuster Running Shot Gamora and A.Stark blew Silver Surfer away. Scar got swarmed, and when his Regen failed, it was easy winnings.

IronManposter

Stark Industries’ record improves to 5-9.

Despite an unhealthy number of poor die rolls, this Stark Armory team did pretty well! Lessons I gleaned from this game:

Range helps. When the Iron Men can use their range to the fullest, it helps. To that end…

Running Shot at full range if at all possible. If I have 10 range and have the opportunity to take a shot from extreme range, even if the target isn’t  the best choice, take it anyway. Minimize my vulnerability to counterattack.

Set up where enemy has minimal cover or where I can shoot at will. This particular map has an edge and corner with almost no cover

Mandroid Armor’s Telekinesis is a huge bonus. Since the theme allows for not just Iron Men, but also Stark-designed characters like the Guardsmen, “Iron” Spider-Man and the like, I’ll be including one of these fellows on every team I can. TK helps address the Iron Man’s dependence on range.

T-Bolt to Ultimates, always. Just do it. As much as Mystics helped me whittle down Green Scar a little bit or prevented Dr. Strange from taking shots on me, being able to ignore hindering terrain bonuses might’ve helped more.

Piece-by-piece:

Iron Man (Secret Invasion) 188:  Performed as the linchpin he’s supposed to be. He should be a first choice on any Stark team over 300 points.
V Iron Man (Armor Wars) 172: Honestly, I’m torn. I liked his range (longer than the others’), his Outwit and his AV. But he never quite works out because I never quite use that range right. If I decide I don’t want another Avenger on the team, I may downgrade him in future games for  the E Armor Wars version instead.
Hulkbuster 165: Definitely pulled his considerable weight, bringing a  needed close-combat prowess to the table. Especially good w/ Mandroid’s TK. Although I didn’t need it this time, using Unstoppable on him could be key for painlessly opening lanes of fire on indoor maps.
Iron Man (Supernova) 160: Excellent as usual with Stunning Blow, even though he only landed the one attack.
Anthony Stark 100: Useful as the cheap mobile Outwit alternative to the heavier hitters with the power and as a clean-up hitter…
Iron Man (Mutations & Monsters) 100: …but this one was intended for the cleanup role. Only so-so this game, but well worth it.
Guardsman 32: not only good for SHIELD TA but for taxiing the Mandroid and acting as tieup when needed. Great filler for this theme.
R Mandroid Armor 28: But again, this little guy changes everything. TK minimizes range dependence while SHIELD TA maximizes range effectiveness.

Good first outing for the Iron Campaign. We’ll see if the winning ways can continue this weekend.

42856589026.174

First step in the Iron Campaign is to figure what went right and wrong with the previous attempts.

The 2300-point birthday game

V Iron Man (X-Plosion) 189 + Trick Shot 20
Iron Man (Secret Invasion) 188 + Brilliant Tactician 20
V Iron Man (Armor Wars) 172
Hulkbuster 165
Iron Man (Supernova) 160
+ Stunning Blow 10
Iron Man (Avengers) 154
Tony Stark 150
Iron Man (Ultimates) 144
E Iron Man (Armor Wars) 135
+ Mercenary 15
V War Machine 124
Spider-Man (Avengers) 111
E War Machine 109
U Iron Man (Mutations & Monsters) 100
+ Protected 8 +Vendetta 6
Anthony Stark 100 + Outsmart 10
U Iron Man (Armor Wars) 89
R Iron Man (Armor Wars) 89
Guardsman 32

= 2300 points.

In a battle royale against Psicardi’s “ladies’ night” team featuring Ms. Marvel (Skrull), Wonder Woman (Arkham Asylum), Moondragon, Chase Spider-Womanand a full complement of six Cuckoos, among many more; Lord Timothy (aka Bilbo3000) and his Parallax, CR Mordru, AV Ares, Magus, SN Thanos, Immortusand more; and Lenny’s JL Superman, AV Silver Surfer, SI Iron Man, CR Green Lantern, Gamora, Iron Spider, CR Green Arrow, OOTS Batman and the like.

RESULT: Took 75 points, lost 344, by far the worst showing on the map.

What went right: Using XPlosion Iron Man as the hidden Trick Shooter. Thanks to his awful-for-the-points attack values, this old rendition of the character is good for nothing other than this niche role. Fortunately, it worked eminently well, leading to my only points of the night.

What went wrong:

Trying to use Ultimates Iron Man to Energy Explode a pile of Cuckoos. While the first attack succeeded, the followup to get the girls off their dangerous clicks failed, leading to said Iron Man — who ventured well within their retaliation range — taking about 2 more clicks of Psychic Blast damage than he could stand. Lesson learned: better to pick targets off one by one if possible. Also, never NEVER move + attack INTO an enemy’s shorter range if it can be helped.

Not being able to leverage Brilliant Tactician enough. The indoor map and my huddled pieces hindered my ability. Lesson learned: equipping Secret Invasion Iron Man with Coordination in addition might prove beneficial. Also, I need to otherwise be prepared for cramped spaces that hamper ranged attacks.


Six-person Battle Royale:

Iron Man (Secret Invasion) 188
U Iron Man (Mutations & Monsters) 100
Paramedic 8

= 296 points.

RESULT: I was the first one wiped, since we had a special rule that prevented teams from pouncing on the nearest enemies (and me from targeting most of the weaker players on the board).

What went right: Not much, really, despite being the first player to score a KO.

What went wrong: Missed a gift of a first-turn shot at Gamora by forgetting the range-boosting aspect of M+M Iron Man’s SHIELD team ability. When that same player’s Batman and Gamora closed in, I risked a close-range Running Shot that I absolutely could not afford to miss…and did. Lessons learned: This is a range-centric team that should leverage that ability at all times and in all ways. When the enemy closes in, Running Shot away…or just run, period.


The late Father’s Day team

SI Iron Man 188 + Inside Information 4 + Thunderbolts 10 (Ultimates)

AV Spider-Man 111 + Lunge 5
Spider-Girl 77 + Lunge 5

This game was a Father’s Day holdover in which 2 figures on the team had to be a father and his offspring.

RESULT: I beat Nathaniel Richards, his son FF Reed Richards, his son Franklin Richards, V Corsair and his sons V Havok and V IC Cyclops and a couple more pogs. Lost the Spiders, though.

What went right: Pretty much everything. I caught Nathaniel Richards with his pants down (i.e., away from Mastermind fodder) and hit hit early with Iron Man’s Running Shot to put Paul on the defensive early on. I was also well-equipped with Outwit and two boot speed Leap/Climb figures to tie up the opposition pretty well. Lesson learned: Use that range advantage and maintain it, even if tie-up pieces have to be put at risk.

What went wrong: Still lost significant portion of team. That’s just the way the dice roll sometimes, though. Lesson learned: Cheap tie-up is better.


Finally, I played one more Stark swarm:

U Iron Man (Mutations & Monsters) 100
Anthony Stark 100 + Outsmart 10 + Alpha Flight 0
U Iron Man (Armor Wars) 89 + Alpha Flight 0
R Iron Man (Armor Wars) 89 + Alpha Flight 0 + Armor Piercing 10

= 398 points
against a Warskrull, V Vampire Lackey and White Martian x 3 team and a JL team of CR Green Lantern, CR Green Arrow, OR Carter Hall and LE Atom.

RESULT: I was wiped first and scored no KOs.

What went right: Nothin’.

What went wrong: An early attempt on Warskrull proved a huge game-breaking error. Not only was I only marginally successful (putting the target on its Stealth clicks and causing later problems with range attacks), but I put my whole team in range of multiple Charging White Martians, who couldn’t even be Force Blasted away. Thus tied up, my force was helpless against the JL team shooting mine in the back even while the Martians fought me. Lessons learned: No matter how tempting/fearsome the target, do not EVER give up the Stark team’s range advantage under any circumstances. A tied up Iron Man is halfway lost already.

Using R and U Armor Wars Iron Man. The one has too-low damage (requiring Armor Piercing) and the other, too-low range. Forced to choose between the two, I’d pick the Unique for its better damage, Super Strength and tie-up ability. Lesson learned: It’s probably better to fill the team out with Stark-built generics like Mandroid Armor or Guardsman instead of these pieces, anyway.

That final lesson was key, actually, in that it reminded me that in a “Stark Industries” theme team would allow me to field Mandroid Armor, which would serve well to add Telekinesis to the team’s range.

I would have a chance to apply some of these lessons in a 1000-point match a week later. Would the Iron Campaign’s numbers in the loss column slide into double digits? Find out in Part 3 of the Iron Campaign in a couple of days!

The Iron Campaign.
The first time I played an all-Iron Man team was in February 2008, an 800-pointer made up of Hulkbuster and some of the Armor Wars pieces. It went an anemic 1-2, with one loss being at the hands of an all-Hulk team and my own unwitting, first-time use of the Krakoa The Living Island Battlefield Condition that hurt me WAY more than them, and the other loss being a total wipeout (thanks in no small part to a single-target Pulse Wave that got Probability Controlled FIVE TIMES into a successful hit). A later game that June with the same point build garnered an identical record due to my non-calling for many T-Bolt Mystics damage clicks (though this time I won over an all-Hulk team). Yet another mostly-Iron Swarm team from August (a 2000-pointer half made of the Illuminati and the other half Iron Man figures) got the same 1-2 result.
So, for my birthday last week, I finally got to run a huge swarm of every Iron Man-related figure in my collection!
V Iron Man (X-Plosion) 189 + Trick Shot 20
Iron Man 188 + Brilliant Tactician 20
V Iron Man (Armor Wars) 172
Hulkbuster 165
Iron Man (Supernova) 160 + Stunning Blow 10
Iron Man (Avengers) 154
Tony Stark 150
Iron Man (Ultimates) 144
E Iron Man (Armor Wars) 135 + Mercenary 15
V War Machine 124
Spider-Man (Avengers) 111
E War Machine 109
U Iron Man (Mutations & Monsters) 100 + Protected 8 +Vendetta 6
Anthony Stark 100 + Outsmart 10
U Iron Man (Armor Wars) 89
R Iron Man (Armor Wars) 89
Guardsman 32
= 2300 points.
In a battle royale against Psicardi’s “ladies’ night” team featuring Ms. Marvel (Skrull), Wonder Woman (Arkham Asylum), Moondragon, Chase Spider-Woman and a full 6 Cuckoos, among many more; Lord Timothy (aka Bilbo3000) and his Parallax, CR Mordru, AV Ares, Magus, SN Thanos, Immortus and more; and Lenny’s JL Superman, AV Silver Surfer, SI Iron Man, CR Green Lantern, Gamora, Iron Spider, CR Green Arrow, OOTS Batman and the like.
RESULT: Took 75 points, lost 344, by far the worst showing on the map.
The next day, I got a fun game in a 6-person Battle Royale, again playing an Iron Man squad:
Iron Man 188
U Iron Man (Mutations & Monsters) 100
Paramedic 8
= 296 points.
RESULT: I was the first one wiped, since we had a special rule that prevented teams from pouncing on the nearest enemies (and me from targeting most of the weaker players on the board).
The NEXT day, I got another shot with an Iron Team:
SI Iron Man 188 + Inside Information 4 + Thunderbolts 10 (Ultimates)
AV Spider-Man 111 + Lunge 5
Spider-Girl 77 + Lunge 5
This game was a Father’s Day holdover in which 2 figures on the team had to be a father and his offspring.
RESULT: I beat Nathaniel Richards, his son FF Reed Richards, his son Franklin Richards, V Corsair and his sons V Havok and V IC Cyclops and a couple more pogs. Lost the Spiders, though.
Finally, I played one more Stark swarm:
U Iron Man (Mutations & Monsters) 100
Anthony Stark 100 + Outsmart 10 + Alpha Flight 0
U Iron Man (Armor Wars) 89 + Alpha Flight 0
R Iron Man (Armor Wars) 89 + Alpha Flight 0 + Armor Piercing 10
= 398 points.
against a Warskrull, V Vampire Lackey and White Martian x3 team and a JL team of CR Green Lantern, CR Green Arrow, OR Carter Hall and LE Atom.
RESULT: I was wiped first and scored no KOs.
So, with my weekend record a dismal 1-3, my Stark Industries-centric teams have sunk to a sorry 4-9 record.
This just cannot be tolerated. I REFUSE to leave it at this. I WILL make the Iron Man swarm a success. Looking back at my losses, I see some common factors besides the poor dice rolls:
–the worst BFC selection possible for a match.
–forgetting key abilities like Mystics or the Alpha Flight AV boost.
–not leveraging this theme’s range advantage for all its worth — or having a contingency for when it can’t.
–inability to deal the damage when needed.
Most of the above elements are user error, not build-inherent. And future posts will detail

Thus begins the Iron Campaign.

42856589026.174

I often refer to my Inner-12-Year-Old when I play Iron Man in HeroClix, and the above cover is a big reason why. It was at that age that I first discovered the character.

(Interestingly, the first issue I ever bought was the last one starring Tony Stark in the armor for nearly 2.5 years. As a young black kid yearning for superheroes who looked like me, I was instantly hooked by James Rhodes becoming Iron Man.)

Anyhow, a lot of years have passed since then. It took the great movie to get me truly interested in Iron Man again. But even before then, thoughts of that classic cover always sparked a desire to play an Iron Man swarm team.

The first time I played an all-Iron Man team was in February 2008, an 800-pointer made up of Hulkbuster and some of the Armor Wars pieces. It went an anemic 1-2, with one loss being at the hands of an all-Hulk team, and the other loss being a total wipeout (thanks in no small part to a single-target Pulse Wave that got Probability Controlled FIVE TIMES into a successful hit).

A later game that June with the same point build garnered an identical record due to my non-calling for many T-Bolt Mystics damage clicks (though this time I won over an all-Hulk team). Yet another mostly-Iron Swarm team from August (a 2000-pointer half made of the Illuminati and the other half Iron Man figures) got the same 1-2 result.

So, for my birthday last week, I finally got to run a huge swarm of every Iron Man-related figure in my collection!

V Iron Man (X-Plosion) 189 + Trick Shot 20
Iron Man (Secret Invasion) 188 + Brilliant Tactician 20
V Iron Man (Armor Wars) 172
Hulkbuster 165
Iron Man (Supernova) 160
+ Stunning Blow 10
Iron Man (Avengers) 154
Tony Stark 150
Iron Man (Ultimates) 144
E Iron Man (Armor Wars) 135
+ Mercenary 15
V War Machine 124
Spider-Man (Avengers) 111
E War Machine 109
U Iron Man (Mutations & Monsters) 100
+ Protected 8 +Vendetta 6
Anthony Stark 100 + Outsmart 10
U Iron Man (Armor Wars) 89
R Iron Man (Armor Wars) 89
Guardsman 32

= 2300 points.

In a battle royale against Psicardi’s “ladies’ night” team featuring Ms. Marvel (Skrull), Wonder Woman (Arkham Asylum), Moondragon, Chase Spider-Woman and a full complement of six Cuckoos, among many more; Lord Timothy (aka Bilbo3000) and his Parallax, CR Mordru, AV Ares, Magus, SN Thanos, Immortus and more; and Lenny’s JL Superman, AV Silver Surfer, SI Iron Man, CR Green Lantern, Gamora, Iron Spider, CR Green Arrow, OOTS Batman and the like.

RESULT: Took 75 points, lost 344, by far the worst showing on the map.

The next day, I got a fun game in a 6-person Battle Royale, again playing an Iron Man squad:

Iron Man (Secret Invasion) 188
U Iron Man (Mutations & Monsters) 100
Paramedic 8

= 296 points.

RESULT: I was the first one wiped, since we had a special rule that prevented teams from pouncing on the nearest enemies (and me from targeting most of the weaker players on the board).

The NEXT day, I got another shot with an Iron Team:

SI Iron Man 188 + Inside Information 4 + Thunderbolts 10 (Ultimates)
AV Spider-Man 111 + Lunge 5
Spider-Girl 77 + Lunge 5

This game was a Father’s Day holdover in which 2 figures on the team had to be a father and his offspring.

RESULT: I beat Nathaniel Richards, his son FF Reed Richards, his son Franklin Richards, V Corsair and his sons V Havok and V IC Cyclops and a couple more pogs. Lost the Spiders, though.

Finally, I played one more Stark swarm:

U Iron Man (Mutations & Monsters) 100
Anthony Stark 100 + Outsmart 10 + Alpha Flight 0
U Iron Man (Armor Wars) 89 + Alpha Flight 0
R Iron Man (Armor Wars) 89 + Alpha Flight 0 + Armor Piercing 10

= 398 points
against a Warskrull, V Vampire Lackey and White Martian x 3 team and a JL team of CR Green Lantern, CR Green Arrow, OR Carter Hall and LE Atom.

RESULT: I was wiped first and scored no KOs.

So, with my weekend record a dismal 1-3, my Stark Industries-centric teams have sunk to a sorry 4-9 record.

Crunched.

Crunched.

This just cannot be tolerated. I REFUSE to leave it at this. I WILL make the Iron Man swarm an unqualified success. Looking back at my losses, I see some common factors besides the poor dice rolls…mostly elements of user error, not build-inherent. Future posts will detail those errors, team-by-team, build-by-build…and I’ll analyze the strengths, weaknesses and roles for each Stark-designed suit made in HeroClix.

And I will play Stark Industries swarm teams until I win out!

Thus begins the Iron Campaign.

Stay tuned.

I finally got the new super rare Despero figure from the Arkham Asylum set and wanted to try out the Time Stealers keyword themed team. 

A Nazi, an ape and an alien walk into a bar...

A Nazi, an ape and an alien walk into a bar...

AA Ultra-Humanite 177
+ Outsmart 10
Per Degaton 90
+ Protected 8
+ Outsmart 10
AA Despero 88
+ Contingency Plan 12
Dr. Jeremiah Arkham 2
Movie Star 3
=400 points
My plan: Once Contingency is all planned for, use Despero’s TK to get 1st strikes with Ultra-Humanite, force rerolls with Per Degaton and keep him next to the white ape for maximum anti-Outwit from Outsmart. 
FIRST ROUND was against 
Batman (Icons) 102
Lex Luthor (Justice League) 161
Cosmic King 80
Captain Gordon 50
My opponent was Ademba, an inexperienced lad, so I chose not to inflict my Bright Lights on his Stealth-heavy team. I picked the Days of Future Past map, and he chose to start indoors. 
He didn’t place his crew efficiently, so I was able to get into prime TK position for a first — but unsuccessful — strike on Lex. In fact, Lex was fairly untouchable for largely the whole game, while Per Degaton took multiple shots. Demba’s inexperience in positioning cost him a pair of opportunities at Outwit and saved me near the end when I got Batman and managed to Barrier off an otherwise clear line of fire from Cosmic King, also untouched. 1-0.
SECOND MATCH was vs. Matthew, a young soldier on leave from Iraq. He played:
SI Doom 249
M+M The Leader 116
Howard the Duck 35
On the Dawn of Time map, I Disbanded the field. Using the Dynamostat to give myself a bit of cover from the far-seeing (and shooting) Doom, I rushed where Matt camped his trio across the river with Ultra-Humanite and Per Degaton. Despero, hit very early and very hard, went stumbling for my Eleha’al Vine in the corner.
So a deadly dance began around Matt’s Force Field Generator…how to get U-H to paste someone with the Meteorite without getting blasted through Invulnerability by Doom. Doom would phase away (after either failing to Outwit thanks to Outsmart or, more often, BEING Outwitted by one of the Time Stealers), and I would either chase and base both Psychic-Blasting foes. Leader was the easier target, so I concentrated on him (and, via Mastermind, the Duck). Safely out of the line of fire, I marched my pogs to back up Ultra-Humanite’s own Mastermind defenses. Meanwhile, Despero made the slow recovery process on the Vine.
Losing Per Degaton but up by the KOs of Leader and Howard, I then turned all attention to Doom, who broke for the Vine himself. Despero was near full health and managed to hold out while U-H slowly rumbled to his aid. But Despero was swiftly losing the battle when time was called for my win. 2-0.
FINAL ROUND was against Jazhmin, a teenager whose soft-spoken nature hides a cunning and aggressive play style. She’d rolled her opponents with:
X-23 35
Arachne 50
Shang-Chi 58
Reed Richards (Secret Invasion) 100
Spider-Man  (Secret Invasion) 50
Super-Skrull X-Men 106
On the Dawn of Time again. She ran her crew into hindering too close to Despero, and I finally got to use his Dangerous Game SP to jank Spidey next to Ultra-Humanite for a Meteorite-enhanced one-hit-KO. From there, my multiple Outwitters kept Richards in check* and the Time Stealers were able to dismantle the girl’s team after a long but completely one-sided fight.
WIN/LOSS: 3-0. Was slightly surprised that this team did so well. I’ll have to try these time-traveling despots again sometime!
*DOOM would have been jealous. 

 

AA Ultra-Humanite 177 + Outsmart 10
Per Degaton 90 + Protected 8 + Outsmart 10
AA Despero 88 + Contingency Plan 12
Dr. Jeremiah Arkham 2
Movie Star 3

=400 points

My plan: Once Contingency is all planned for (by waiting a few rounds to go on the attack), use Despero’s TK to get 1st strikes with Ultra-Humanite, force rerolls with Per Degaton and keep him next to the white ape for maximum anti-Outwit from Outsmart. 

FIRST ROUND was against 

Batman (Icons) 102
Lex Luthor (Justice League) 161
Cosmic King 80
Captain Gordon 50

My opponent was Ademba, an inexperienced lad, so I chose not to inflict my Bright Lights on his Stealth-heavy team. I picked the Days of Future Past map, and he chose to start indoors. 

He didn’t place his crew efficiently, so I was able to get into prime TK position for a first — but unsuccessful — strike on Lex. In fact, Lex was fairly untouchable for largely the whole game, while Per Degaton took multiple shots. Demba’s inexperience in positioning cost him a pair of opportunities at Outwit and saved me near the end when I got Batman and managed to Barrier off an otherwise clear line of fire from Cosmic King, also untouched. 1-0.

SECOND MATCH was vs. Matthew, a young soldier on leave from Iraq. He played:

SI Doom 249
M+M The Leader 116
Howard the Duck 35

On the Dawn of Time map, I Disbanded the field. Using the Dynamostat to give myself a bit of cover from the far-seeing (and shooting) Doom, I rushed where Matt camped his trio across the river with Ultra-Humanite and Per Degaton. Despero, hit very early and very hard, went stumbling for my Eleha’al Vine in the corner.

So a deadly dance began around Matt’s Force Field Generator…how to get U-H to paste someone with the Meteorite without getting blasted through Invulnerability by Doom. Doom would phase away (after either failing to Outwit thanks to Outsmart or, more often, BEING Outwitted by one of the Time Stealers), and I would either chase and base both Psychic-Blasting foes. Leader was the easier target, so I concentrated on him (and, via Mastermind, the Duck). Safely out of the line of fire, I marched my pogs to back up Ultra-Humanite’s own Mastermind defenses. Meanwhile, Despero began the slow recovery process on the Vine.

Losing Per Degaton but ahead by the KOs of Leader and Howard, I then turned all attention to Doom, who broke for the Vine himself. Despero was near full health and managed to hold out while U-H slowly rumbled to his aid. But Despero was swiftly losing the battle when time was called for my win. 2-0.

FINAL ROUND was against Jazhmin, a teenager whose soft-spoken nature hides a cunning and aggressive play style. She’d rolled her opponents with:

X-23 35
Arachne 50
Shang-Chi 58
Reed Richards (Secret Invasion) 100
Spider-Man  (Secret Invasion) 50
Super-Skrull X-Men 106

On the Dawn of Time again. She ran her crew into hindering too close to Despero, and I finally got to use his Dangerous Game SP to jank Spidey next to Ultra-Humanite for a Meteorite-enhanced one-hit-KO. From there, my multiple Outwitters kept Richards in check* and the Time Stealers were able to dismantle the girl’s team after a long but completely one-sided fight.

WIN/LOSS: 3-0. Was slightly surprised that this team did so well. I’ll have to try these time-traveling despots again sometime!

*DOOM would have been jealous.

Lately, with some less-well-stocked kids joining or rejoining our Saturday tournaments, we old heads have had to scale back the complexity of our build scenarios. No more 2000-point “every character must be green and LEFT-HANDED” build restrictions. So the scenario for this game was that each character on your 400-point team had to share a common standard power on the dial.

My take: I chose Super Strength, so I could play:

e2super

Superman (Crisis #100) 317

Spider-Woman (Secret Invasion) 79
+ Vault 3
=399 points. I wanted to try out my brand-new Earth-2 Superman, but was leery of A) running him with Fortitude and consequently being the only fighter on the team as a result or B) not using Fortitude and being subject to taking massive damage from enemy swarms thanks to his defenses being Outwitted. Spider-Woman was the perfect solution; with her trait making her able to wildcard offense-oriented TAs like Superman’s, she’d be able to blunt enemies’ Outwit capabilities even in Stealth. Her Speed SP would make her well able to get around and stay hidden as well. And she’d be a capable 2nd fighter to take a little heat off Superman, too.
Round one vs. PAUL, picked Blades (V Bron, U Elektra (Infinity Challenge), The Demon’s Head (Legacy), LE Boon) Claws (Timber Wolf) and Fangs (Vampire Lackey, Captain Mako) as his chosen power. He chose the Crash Site but I Ordinary Day’d his Crosswinds. We both used Vines and Kinetic Accelerators. At first it looked like I’d have no problem beating him, but the presence of four Mystics on a seven-person team and the Shield Disruptor Paul put out there gave me some pause. I denied the first strike by Outwitting T. Wolf’s Charge on the Accelerator. Paul responded with T.Wolf flying in Charge range of both and both Elektra and Boon threatening Spider-Woman in particular. I retreated to take full advantage of Superman’s range edge, but took the Disruptor away with Spider-Woman first. 
Keeping The Demon’s Head’s Outwit in check with Spider-Woman (thanks to her ability to copy Superman Ally ability and thus see the stealthy fellow), I had her toss the Disruptor (destroying it) at Timber Wolf to put her on her 2nd click. Meanwhile, Superman got based by Boon and the battle was truly joined.
It becomes a bit of a blur, here. Superman deal some hits, but I picked the non-Mystic targets when I could and thus didn’t use the free attack quite as often as I’d have liked. Spider-Woman held off the Vampire Lackey, Mako and Wolf by herself (a bit easier thanks to her SP Outwit) but she was KO’d trying to take on V Bron, the last player on Paul’s team to advance. Superman finally got Crossgen’d to his HSS clicks and began taking the other team out with extreme prejudice. Things got interesting when V Bron made a full Regen roll and Supes actually slipped to his Toughness clicks, forcing me to commandeer Paul’s Vine object and heal up a bit (lest I take a huge BCF hit or critmiss or something). In the end, I wiped his team but lost Spider-Woman. 1-0.
ROUND TWO vs. LENNY (IconsSupes)
R Ant-Man, Rampaging Hulk+Fortitude, Gamora+Protected, Benjamin J. Grimm (Secret Invasion), all of whom have Charge. I picked the Castle and he OD’d my Wasteland. I put out the Accelerator and Generator/Dumpster (the Dumpsterator) while he used the Meteorite and Vine. I forget what the BFCs were. 
I parked my pair on the Castle wall and waited. And waited, as Lenny wisely stayed out of my range. Eventually I got a tad impatient and blasted away a wall, which gave Ant-Man room to move and hide in clear LOF to Superman. That forced me to move Spider-Woman off the wall to counter-Outwit Ant-Man. Lenny responded by bunching his fighters in the drawbridge area near the midpoint of the map, and Ant-Man inside the room on his side of the map. 
So now people were in range of Superman’s Charge, but it was a perilous choice. If I hit any one of the three, the other two (and probably the third as well) gang up on the Man of Steel, which could be fatal if Ant-Man gets free to Outwit him. So I went for the lone Ant-Man in the room instead, also moving Spider-Woman nearby. A turn later, Ant-Man was done in.
Lenny had to regroup a bit, after that. Rampaging Hulk leapt to occupy the Vine Lenny had hid in the room while Gamora and Grimm moved to Charge range just around the corner. That turned out to be a mistake, not tying Superman down; I simply flew him back to my Castle wall, with Spider-Woman following again. Now Supes had clear LOF to Grimm and Gamora, forcing Lenny to move both or take an attack next round.
Got R. Hulk to waste his Meteorite on Spider-Woman while Superman Charged Gamora while she couldn’t use Protected for big damage. It landed her on Outwit, though, so I had to make sure Spider-Woman could keep the Deadliest Woman In The Universe Outwitted…a bit tough to do with Rampaging Hulk in her face! Double-teamed now by the unhittable Gamora (simply couldn’t roll that 7 I needed!) and the unlucky Grimm, Superman eventually beat down the orange fellow. A critmiss landed him on HSS just as time expired. 2-0.
FINAL ROUND vs. BRYCE, a 12-year-old who picked a team of Outwitters: Iron Man (Secret Invasion), Batman (Icons promo), Batman (Origin promo) and E Deathstroke (Cosmic Justice). He picked his beloved Junkyard but I stymied him a bit with Atlantis Rising, fielding the Vine and Accelerator again.
That was a bit more Outwit than Spider-Woman could handle at a time, so I had to be a little cautious. Byrce moved Iron Man and the Bats behind the elevated and Deathstroke in a bit of hindering. I needed to get rid of at least one source of Outwit, so I decided to go for Icons Batman, the biggest Outwit threat due to his ability to Leap/Climb away. Superman Charged and hit him…right BACK onto L/C and Outwit. Feh. But I had a contingency in Spider-Woman, who leapt over by herself to base and counter Iron Man’s Extremis power. Byrce’s counterattack with FCBD Batman failed, and Superman finished Icons Bats off.
Then, in a rather fiendish move, I pushed Spider-Woman to attack Iron Man (missed) then Vaulted where the Batman had been so she could counter both the remaining Batman and Iron Man’s defenses with her special adjacency-Outwit. But unfortunately, Superman critmissed an attack, that left Iron Man free to bump his damage up for a full-power repulsor blast for 5 non-reduced clicks! A followup with FCBD Batman left me near-dead. Fortunately, all Bryce’s easy followup rolls missed. WHEW!
His Close Combat Expertise countered, Superman needed to broke away for the Vine’s healing. He flew to it, leaving Spider-Woman alone to deal with Tony, who’d been knocked onto his Charge+Outwit clicks. She counter his Outwit, then pushed to hit him for a few more. Atlantis Rising slowed down Deathstroke and Batman considerably as Superman slowly healed. 
As the enemies closed in, I got Supes to HSS and abandoned the Vine, which Iron began using. Before he could get too healthy again, I HSS-pasted him onto his last click but didn’t think to Outwit his Regen, which gave him a good roll. Frantic to take out Iron Man, I did another HSS driveby but missed and had to settle for a KO of Batman. In the end, Supes and Spider-Woman got cornered by Iron Man and a still-full-health Deathstroke and the 12-year-old Bryce took those points to wipe me for first place!
WIN/LOSS: 2-1. This was an awesome game, for a number of reasons. 
1. both of us were on the verge of losing at any time. 
2. it validated my decision not to cheese up E-2 with the one feat he needed to be nigh-invincible against the kids, while remaining solidly competitive against the rest.
3. I was glad to see one of those kids win over us older folks fair and square, and I particularly like this kid. Bryce is a quick study and a great sport (both in spite of and because of his friendly trashtalking streak). Plus, he always plays that Iron Man, which endears him to my own inner-12-year-old who loves playing Iron Man.
Next report will star a team featuring a gorilla, a Nazi and an alien with a taste for superhero chess. See how the Time Stealers fared in HeroClix next time! Super Strength. 

I’d recently acquired him in a very easy trade from a fellow with an irrational hatred of the character and was itching to try him out. But I was leery of running a one-man-army with only Fortitude and a lone Telekinesis character in a 400-point build. It’d completely overwhelm and demoralize the newer players while the seasoned ones would be able to tear Big Blue apart, bit-by-bit. Conversely, running Supes with no defense against Outwit just to add a 2nd attacker is sheer suicide. Oh, what to do to make this chase piece work?

A: Add another chase piece.

3211887799_413d443e96If Outwit was the problem, I simply needed to add my own Outwit…perferably on a character that could copy Superman’s team ability to see through Stealth while remaining generally safe from the power itself. 

Spider-Woman (Secret Invasion) 79 + Vault 3

was the perfect solution. With her trait making her able to wildcard offense-oriented TAs like Superman’s, she’d be able to blunt enemies’ Outwit capabilities even in Stealth. Her Speed SP would make her well able to get around and stay hidden as well. And she’d be a capable 2nd fighter to take a little heat off Superman, too.

=399 points.

 

Round one vs. PAUL, who’d picked Blades (V Bron, U Elektra (Infinity Challenge), The Demon’s Head, LE Boon) Claws (Timber Wolf) and Fangs (Vampire Lackey, Captain Mako) as his chosen power. He chose the Crash Site but I Ordinary Day’d his Crosswinds. We both used Vines and Kinetic Accelerators. At first it looked like I’d have no problem beating him, but the presence of four Mystics on a seven-person team and the Shield Disruptor Paul put out there gave me some pause. I denied the first strike by Outwitting T. Wolf’s Charge on the Accelerator. Paul responded with T.Wolf flying in Charge range of both and both Elektra and Boon threatening Spider-Woman in particular. I retreated to take full advantage of Superman’s range edge, but took the Disruptor away with Spider-Woman first. 

Keeping The Demon’s Head’s Outwit in check with Spider-Woman (thanks to her ability to copy Superman Ally ability and thus see the stealthy fellow), I had her toss the Disruptor (destroying it) at Timber Wolf to put her on her 2nd click. Meanwhile, Superman got based by Boon and the battle was truly joined.

It becomes a bit of a blur, here. Superman dealt some hits, but I picked the non-Mystic targets when I could and thus didn’t use the free attack quite as often as I’d have liked. Spider-Woman held off the Vampire Lackey, Mako and Wolf by herself (a bit easier thanks to her SP Outwit) but she was KO’d trying to take on V Bron, the last player on Paul’s team to advance. Superman finally got Crossgen’d to his HSS clicks and began taking the other team out with extreme prejudice. Things got interesting when V Bron made a full Regen roll and Supes actually slipped to his Toughness clicks, forcing me to commandeer Paul’s Vine object and heal up a bit (lest I take a huge BCF hit or critmiss or something). In the end, I wiped his team but lost Spider-Woman. 1-0.

ROUND TWO vs. LENNY 

R Ant-Man, Rampaging Hulk+Fortitude, Gamora+Protected, Benjamin J. Grimm (Secret Invasion), all of whom have Charge. I picked the Castle and he OD’d my Wasteland. I put out the Accelerator and Generator/Dumpster (the Dumpsterator) while he used the Meteorite and Vine.

I parked my pair on the Castle wall and waited. And waited, as Lenny wisely stayed out of my range. Eventually I got a tad impatient and blasted away a wall, which gave Ant-Man room to move and hide in clear LOF to Superman. That forced me to move Spider-Woman off the wall to counter-Outwit Ant-Man. Lenny responded by bunching his fighters in the drawbridge area near the midpoint of the map, and Ant-Man inside the room on his side of the map. 

So now people were in range of Superman’s Charge, but it was a perilous choice. If I hit any one of the three, the other two (and probably the third as well) gang up on the Man of Steel, which could be fatal if Ant-Man gets free to Outwit him. So I went for the lone Ant-Man in the room instead, also moving Spider-Woman nearby. A turn later, Ant-Man was done in.

Lenny had to regroup a bit, after that. Rampaging Hulk leapt to occupy the Vine Lenny had hid in the room while Gamora and Grimm moved to Charge range just around the corner. That turned out to be a mistake, not tying Superman down; I simply flew him back to my Castle wall, with Spider-Woman following again. Now Supes had clear LOF to Grimm and Gamora, forcing Lenny to move both or take an attack next round.

 

Got R. Hulk to waste his Meteorite on Spider-Woman while Superman Charged Gamora while she couldn’t use Protected for big damage. It landed her on Outwit, though, so I had to make sure Spider-Woman could keep the Deadliest Woman In The Universe Outwitted…a bit tough to do with Rampaging Hulk in her face! Double-teamed now by the unhittable Gamora (simply couldn’t roll that 7 I needed!) and the unlucky Grimm, Superman eventually beat down the orange fellow. A critmiss landed him on HSS just as time expired. 2-0.

FINAL ROUND vs. BRYCE, a 12-year-old who picked a team of Outwitters: Iron Man (Secret Invasion), Batman (Icons promo), Batman (Origin promo) and E Deathstroke (Cosmic Justice). He picked his beloved Junkyard but I stymied him a bit with Atlantis Rising, fielding the Vine and Accelerator again.

That was a bit more Outwit than Spider-Woman could handle at a time, so I had to be a little cautious. Byrce moved Iron Man and the Bats behind the elevated and Deathstroke in a bit of hindering. I needed to get rid of at least one source of Outwit, so I decided to go for Icons Batman, the biggest Outwit threat due to his ability to Leap/Climb away. Superman Charged and hit him…right BACK onto L/C and Outwit. Feh. But I had a contingency in Spider-Woman, who leapt over by herself to base and counter Iron Man’s Extremis power. Byrce’s counterattack with FCBD Batman failed, and Superman finished Icons Bats off.

Then, in a rather fiendish move, I pushed Spider-Woman to attack Iron Man (missed) then Vaulted where the Batman had been so she could counter both the remaining Batman and Iron Man’s defenses with her special adjacency-Outwit. But unfortunately, Superman critmissed an attack, that left Iron Man free to bump his damage up for a full-power repulsor blast for 5 non-reduced clicks! A followup with FCBD Batman left me near-dead. Fortunately, all Bryce’s easy followup rolls missed. WHEW!

His Close Combat Expertise countered, Superman broke away for the Vine’s healing. He flew to it, leaving Spider-Woman alone to deal with Tony, who’d been knocked onto his Charge+Outwit clicks. She countered his Outwit, then pushed to hit him for a few more. Atlantis Rising slowed down Deathstroke and Batman considerably as Superman slowly healed. 

As the enemies closed in, I got Supes to HSS and abandoned the Vine, which Iron began using. Before he could get too healthy again, I HSS-pasted him onto his last click but didn’t think to Outwit his Regen, which gave him a good roll. Frantic to take out Iron Man, I did another HSS driveby but missed and had to settle for a KO of Batman. In the end, Supes and Spider-Woman got cornered by Iron Man and a still-full-health Deathstroke and the 12-year-old Bryce took those points to wipe me for first place!

WIN/LOSS: 2-1. This was an awesome game, for a number of reasons. 

1. both of us were on the verge of losing at any time. 

2. it validated my decision not to cheese up E-2 with the one feat he needed to be nigh-invincible against the kids, while remaining solidly competitive against the rest.

3. I was glad to see one of those kids win over us older folks fair and square, and I particularly like this kid. Bryce is a quick study and a great sport (both in spite of and because of his friendly trashtalking streak). Plus, he always plays that Iron Man, which endears him to my own inner-12-year-old who loves playing Iron Man.

 

Next report will star a team featuring a gorilla, a Nazi and an alien with a taste for superhero chess. See how the Time Stealers fared in HeroClix next time!

I had intended to start a series on event dials with this post, but got heavily sidetracked by my job search, daily life and, of course, more HeroClix games. 

June 5, 2009

SevenSoldiersbanner

VS.

 

batman-symbol2

Frankenstein 98 + Opportunist 10
Klarion 76
Zatanna 72
Bulleteer 69 + Unstoppable 5
R Mister Miracle (Origin) 64 + Loner 5
SR Shining Knight 48 + Double-Time 5
U Guardian (Collateral Damage) 47
= 499 points

 

Batman (Arkham Asylum chase #99) 120 + Protected 8 + Opportunist 10
Batman (Arkham Asylum) 64
Nightwing 79 + Contingency Plan 12 + Takedown 6
Batman (Justice League) 75
Robin (Arkham Asylum) 66
Captain Gordon (Arkham Asylum) 50
= 490 points

Of course, he won the map roll (themed team bonus) and picked the Justice League Bank map. I picked the non-vault side and used the Kinetic Accelerator, Meteorite and Mass Absorber as my special objects. Lenny packed the Meteorite and Eleha’al Vine.

BBeyond taxied big Bat to office (so latter could freely build Opportunist tokens and throw down endless Smoke Clouds) while NW, Robin and OOTS Bats took positions on lobby and tellers’ desks. With Zatana I set Klarion to block LOF on the opposite end, careful to keep Klarion JUST outside Robin’s potential 7 range with his Tear Gas SP. Shining Knight brought Bulleteer to the KA right behind them. Miracle took Guardian to Frankenstein stayed in the starting area to build Opportunist tokens. 

Mr. Miracle and Klarion boosted Guardian’s speed and damage to Charge Batman off OOTS. I then moved Shining Knight to protect Guardian, but a  bad placement error got SKnight incapped by Nightwing for 1, then Meteorite’d by Batman Beyond for 1st KO. :(

Klarion got a HUGE SSenses to dodge BatBeyond’s crithit for 5 (base 3 + self-Perplex damage + crit bonus). OOTS Bats broke from Guardian and ran to the Vine. Meanwhile, I finally got Frankenstein on the move, picking up the Mass Absorber on the way.

Bulleteer got a good KA boost to try to one-shot Gordon with the Meteorite, but missed. To help protect her from a potentially crippling Charge+Flurry from big Batman, I plunked Miracle in the way, hoping his Loner-juiced DV would help him live through such an assault. Out in the lobby, Batman beyond took a boosted hit from Guardian but got knocked back onto hindering terrain and safe from a followup hit.

Big Batman took his shot at Miracle, who Super Sensed the first nearly-guaranteed (thanks to 5 Opportunist tokens) Flurry hit attack but not the second. 

Finally, I had big Bats exactly where I wanted him.

Mr. Miracle used Willpower to Leap/Climb away with Bulleteer in tow, clearing a narrow line of fire for Frankenstein’s successful Indomitable Running Shot, which forced Lenny to burn Bats’ Protected. A followup pushing Charge with Guardian dealt actual damage.

A combo attack of Robin and OOTS Batman finished Guardian off, and both Gordon and Batbeyond retreated to the office behind the Bats. I taxied Klarion in position to attack him, but Nightwing incapped the witchboy and Gordon used Summon the Bat to jank big Batman well out of harm’s way.

Zatanna taxied Klarion in pursuit of the Arkham set Batmen while Bulleteer attacked OOTS Batman for another few clicks. Zatanna suffered the wrath of big Batman to become a 3rd KO, and again he got Summoned out of harm’s way.

Frankenstein had momentarily tied up Nightwing to protect Bulleteer from being shot up or Incapped from behind. But now that Bulleteer was finished with the finally-KO’d OOTS Batman, Frank was failing breakaway after breakaway (causing big problems in the other room, as Klarion and Miracle were ill-equipped to handle big Batman and the rest). Meanwhile, Robin had moved to Perplex Nightwing’s damage for hit after hit, pinging Frankenstein bit by bit. Finally, as Bulleteer fell at last, I swung for the hills against Nightwing while I still had Opportunist tokens to burn and later rolled well on a Blades roll. That dealt with the Contingency Plan problem and most of NW’s life. 

Eventually it came down to just Frank and Miracle against Nightwing and Robin. Frankenstein got taken down, and Miracle chased down the last-click ‘Wing. Unfortunately, this left Miracle on HIS last click…no match for the near-full AA Robin.

But…WOW. What a match! I really expected to get fairly rocked and socked against this powerful Bat-team but actually took it to the distance. Seven Soldiers really ARE better than they look.

 

Next week, look for reports on the Time Stealers and how I played Earth-2 Superman without Fortitude in a 400-point build.

After largely dominating in a pair of friendly games, it was time to put the Seven Soldiers of Victory through a real test in a tournament.
ROUND ONE
Opponent: PAUL
Team:
Spider-Man (Avengers)
Hercules (Secret Invasion)
Wasp (Universe Starter)
Spider-Woman (Armor Wars)
Sersi
Ant-Man (Infinity Challenge)
Hmmmm. Yes, this team was a bit more optimized than the one he’d played last night, with a great lead hitter in Herc and solid support in Sersi (TK) and Spidey (Outwit). Plus he had a themed team and picked the Avengers map. I picked the trench side with a Kinetic Accelerator special object to give me a shot at a first strike with Bulleteer and her Meteorite.
Paul use Spidey to counter Bulleteer’s Charge and thus prevent her getting to Hercules. In the meantime, I needed to get into position for actual fighting, but in a way that wouldn’t leave anyone open to Hercules’s Charge range after being moved by Sersi’s Telekinesis. Zatanna carried Klarion to a large patch of hindering to hide in, just beyond Hercules’ Charge range.
Or so I thought. Klarion WAS in the big demigod’s reach and took both hits of a Meteorite-boosted Flurry! Only Toughness saved the witchboy from instant KO.
Well, the bait was good and taken (though I hadn’t exactly planned it thus). I needed Bulleteer to retaliate, so I took a Running Shot with Frankenstein to ping Spider-Man off Outwit and get my Charge back. Thus re-empowered, Bulleteer would have just the boost she needed from the Kinetic Accelerator to Charge through the hindering (thanks to Unstoppable) with the Meteorite.
But first, I needed a good Regeneration roll for Klarion. Got the best, to land on his best click: Stealth + Duo Attack-granting SP + Probability Control. Nice!
Bulleteer landed her attack, which softened up Hercules considerably for Guardian and Klarion to finish him off. Frankenstein, for his part, was a bit tied up with Ant-Man, Wasp and Spider-Woman but someone managed to tag both ladies to send Spider-Woman running and Wasp off the board.
Paul retreated to his healing Eleha’al Vine and my forces gave chase (Miracle taxiing Guardian ahead and Zatanna carting Klarion). Bulleteer had Spider-Man cornered on his Vine when time was called. I’d lost none and KO’d Wasp, Spider-Woman and Hercules. 1-0.
ROUND TWO
Opponent: TIM
Team: Stone-faced cosmic despots
Thanos (Supernova) +
Darkseid (Crisis) + Outsmart + Protected
=495 points
OK, here was a real test! I picked the Icons park map. At all costs would I avoid the vast killing field in the middle, instead planning to bunker on a rooftop and use a Kinetic Accelerator to perhaps get a first Charge in a Meteorite. But Tim decided to rush me down, basing Bulleteer (and Outwitting her Strength) before she could move.
Had to proceed very carefully here, in order to stand a chance.
1. Break Bulleteer away by plunking Shining Knight diagonally between her and Darkseid.
2. Fly Zatanna to a back edge of the roof where she can see Bulleteer’s eventual attack square —
3. — and so her passenger Klarion can see Frankenstein for Perplex.
4. Hold Frank back a little bit longer to build up one more Opportunist token.
Next turn, Bulleteer picked up the Meteorite, Charged through the hindering terrain and hit Thanos for a solid 4 with the Meteorite. Frankenstein followed with an Opportunist-boosted Running Shot to turn a Probability Control-forced miss into a hit for three damage (thanks to Klarion’s  Perplex). To wrap up, I walked Klarion between Bulleteer and Darkseid so the latter couldn’t Outwit the shiny gal’s Invulnerability — the only thing that saved her from swift oblivion when Thanos punched her in the face for 7 damage (natural 5 + Close Combat Expert).
I should have taxied Klarion instead of walking him; I found myself on prime fighting clicks after Darkseid’s counterattack but unwilling to push for it. At least Darkseid took Mystic damage and burned his Outwit on countering Shining Knight’s Flurry.
Thanos got smacked to Regen and then out of the game, as did Guardian. But now it was my whole team on Darkseid, and he eventually fell. 2-0.
ROUND THREE
Opponent: LENNY
Team: Gotham
Batman (Arkham Asylum chase #99) + Opportunist
Batman (Arkham Asylum)
Nightwing + Contingency Plan + Takedown
Batman (Justice League)
Robin (Arkham Asylum)
Captain Gordon (Arkham Asylum)
Thanks to his fielding a themed team (Gotham) Lenny won the map roll and picked the Dawn of Time. I played Rushed Assault to blunt his assault. That turned out to be a mistake, as Lenny didn’t take the bait and bided his time WAY longer than he had any need to. Meanwhile, my outgunned team simply could not afford to waste a single attack on the Rushed Assault penalty, especially knowing that then nothing would slow the Bats from whaling on me. So we literally went at least 40 minutes of the 50-minute game without making any attack rolls.
I really wanted to chide Lenny for waiting so long. With Perplex, a full Contingency Plan stock, a team nearly full of double-digit Attack Values and three theme-team Probability Controls (provided he shut off his Bat-Stealth for line of fire first), he really had little chance of missing that first attack. To be fair, though, I didn’t give him easy targets: Mister Miracle with 19 Defense (thanks to Loner) + Super Senses or Frankenstein with Invulnerable 19 DV (thanks to a snatched Tombstone of Lenny’s).
Finally, Lenny took a shot at Frankenstein, who I’d set up ready to attack Nightwing (having forgotten that he had Takedown). The intentional whiff took out the Tombstone, giving Watchtower Batman an easy shot for three.
I gave the game away then, when, to tie-up that Batman, I Perplexed Guardian’s speed to Charge him in a failed attempt (despite having Probability Control). Batman did not fail to Flurry Guardian for the game’s only KO, as time ran out just two minutes later.
In retrospect, then, Rushed Assault was a horrible choice with no way to counter its effects myself. Halfway through the game, I should have broken someone away to threaten Captain Gordon.
WIN/LOSS 2-1. 4-1 total record.
This team looks like a hot mess on paper: only two team abilities, no wildcards to benefit. Only one character with greater than 6 range, and she can’t crack Invulnerability without help. The heavyweight starts with just a 9 Attack Value. Bulleteer is overcosted. At this point level, they seem plain outclassed.
What they do bring to the table is a pair of Perplexers and Probability Control to help out the low Attack Values. A few feats also bring out extra potential:
Opportunist on Frankenstein is superb…you have to hold him back early in the game, but once he starts, the Indomitable monster doesn’t have to stop and those built-up tokens make it hard for him to miss.
Shining Knight is MADE for Double-Time. While Frank’s biding his time, she can taxi either Guardian or Bulleteer in close to a target of opportunity, tying up the foe for a Charge next round. And with her Defense double-Perplexed by teammates, she might survive to push and Flurry (again, double-Perplexed) the next round to finish off or soften up whoever her fare Charges and hits.
Bulleteer + Unstoppable = a surprisingly capable attacker, either as a backup or frontliner. Twice in these games, the feat got her in position to make improbable hits. Invulnerability makes her short dial seem longer.
Loner makes the highly-mobile Perplexer Mr. Miracle nigh-untouchable. If he IS touched hard enough, he gets to take over PC duties from Zatanna.
As for the non-feated, they work out in the end, too. Klarion is a linchpin of the team; his Stealth and Mystic TA protect him from a lot of attacks while his Perplex makes the rest of the team work. He becomes a solid fighter down his dial.
Zatanna serves well to fly him around and help with Probability Control — as well as serving as bait for attacks. That worked out for me as she was able to make Frankenstein more dangerous with her Enhancement.
And Guardian truly shines on this team, as he’s the ultimate clean-up guy, Charging in after Frankenstein has softened everyone up. It’s when I failed to use him as clean-up that he fell.
And so a team I intended to play just for fun has turned out to be a true dark-horse winner. It’s not top-tier by any stretch — the final match showed that — but it’s better than you’d think!
Next post will either be a battle report on today’s “Zero-Range Brawl” — no ranged attacks allowed) or the first of a series of articles on how to build teams to play the controversial Event Dials first released in the Mutations and Monsters set of fall 2007. Keep an eye out for it!
Did they stand or fall in a real tournament?

Did they stand or fall in a real tournament?

After largely dominating in a pair of friendly games, it was time to put the Seven Soldiers of Victory through a real test in a tournament.

ROUND ONE

Opponent: PAUL’s Avengers

Spider-Man (Avengers)
Hercules (Secret Invasion)
Wasp (Universe Starter)
Spider-Woman (Armor Wars)
Sersi
Ant-Man (Infinity Challenge)

Hmmmm. Yes, this team was a bit more optimized than the one he’d played last night, with a great lead hitter in Herc and solid support in Sersi (TK) and Spidey (Outwit). Plus he had a themed team and picked the Avengers map. I picked the trench side with a Kinetic Accelerator special object to give me a shot at a first strike with Bulleteer and her Meteorite.

Paul used Spidey to counter Bulleteer’s Charge and thus prevent her getting to Hercules. In the meantime, I needed to get into position for actual fighting, but in a way that wouldn’t leave anyone open to Hercules’s Charge range after being moved by Sersi’s Telekinesis. Zatanna carried Klarion to a large patch of hindering to hide in, just beyond Hercules’ Charge range.

Or so I thought. Klarion WAS in the big demigod’s reach and took both hits of a Meteorite-boosted Flurry! Only a low Meteorite roll and the witchboy’s Toughness on the 2nd hit saved him from instant KO.

Quite the marksman with Opportunist!

Quite the marksman with Opportunist!

Well, the bait was good and taken (though I hadn’t exactly planned it thus). I needed Bulleteer to retaliate, so I took a Running Shot with Frankenstein to ping Spider-Man off Outwit and get my Charge back. Thus re-empowered, Bulleteer would have just the boost she needed from the Kinetic Accelerator to Charge through the hindering (thanks to Unstoppable) with the Meteorite.

But first, I needed a good Regeneration roll for Klarion. Got the best, to land on his best click: Stealth + Duo Attack-granting SP + Probability Control. Nice!

Bulleteer landed her attack, which softened up Hercules considerably for Shining Knight (who’d jumped between Herc and Klarion to protect the latter) from further attack), Guardian and Klarion to finish him off. Frankenstein, for his part, was a bit tied up with Ant-Man, Wasp and Spider-Woman but someone managed to tag both ladies to send Spider-Woman running and Wasp off the board.

Paul retreated to his healing Eleha’al Vine and my forces gave chase (Miracle taxiing Guardian ahead and Zatanna carting Klarion). Bulleteer had Spider-Man cornered on his Vine when time was called. I’d lost none and KO’d Wasp, Spider-Woman and Hercules. 1-0.

ROUND TWO

Opponent: TIM’s stone-faced cosmic duo of despots

Thanos (Supernova)
Darkseid (Crisis) + Outsmart + Protected

OK, here was a real test! I picked the Icons park map. At all costs would I avoid the vast killing field in the middle, instead planning to bunker on a rooftop and use a Kinetic Accelerator to perhaps get a first Charge in a Meteorite. But Tim decided to rush me down, basing Bulleteer (and Outwitting her Strength) before she could move.

Had to proceed very carefully here, in order to stand a chance.

1. Break Bulleteer away by plunking Shining Knight diagonally between her and Darkseid. This also would deny Darkseid an attack upon or further Outwit of Bulleteer
2. Fly Zatanna to a back edge of the roof where she can see Bulleteer’s eventual attack square —
3. — and so her passenger Klarion can see Frankenstein for Perplex.
4. Hold Frank back a little bit longer to build up one more Opportunist token.

BANG!

BANG!

Next turn, Bulleteer picked up the Meteorite, Charged through the hindering terrain and hit Thanos for a solid 4 with the Meteorite. Frankenstein followed with an Opportunist-boosted Running Shot to turn a Probability Control-forced miss into a hit for three damage (thanks to Klarion’s Perplex). To wrap up, I walked Klarion between Bulleteer and Darkseid so the latter couldn’t Outwit the shiny gal’s Invulnerability — the only thing that saved her from swift oblivion when Thanos punched her in the face for 7 damage (natural 5 + Close Combat Expert).

I should have taxied Klarion instead of walking him; I found myself on prime fighting clicks after Darkseid’s counterattack but unwilling to push for it. At least Darkseid took Mystic damage and burned his Outwit on countering Shining Knight’s Flurry.

Thanos got smacked to Regen and then out of the game, as did Guardian. But now it was my whole team on Darkseid, and he eventually fell. 2-0.

ROUND THREE

Opponent: LENNY’s Gotham Knights

Batman (Arkham Asylum chase #99) + Opportunist + Protected
Batman (Arkham Asylum)
Nightwing
+ Contingency Plan + Takedown
Batman (Justice League)
Robin (Arkham Asylum)
Captain Gordon (Arkham Asylum)

Thanks to his fielding a themed team (Gotham) Lenny won the map roll and picked the Dawn of Time. I played Rushed Assault to blunt his assault. That turned out to be a mistake, as Lenny didn’t take the bait and bided his time WAY longer than he had any need to. Meanwhile, my outgunned team simply could not afford to waste a single attack on the Rushed Assault penalty, especially knowing that then nothing would slow the Bats from whaling on me. So we literally went at least 40 minutes of the 50-minute game without making any attack rolls.

I really wanted to chide Lenny for waiting so long. With Perplex, a full Contingency Plan stock, a team nearly full of double-digit Attack Values and three theme-team Probability Controls (provided he shut off his Bat-Stealth for line of fire first), he really had little to no chance of missing that first attack. To be fair, though, I didn’t give him easy targets: Mister Miracle with 19 Defense (thanks to Loner) + Super Senses or Frankenstein with Invulnerable 19 DV (thanks to a snatched Tombstone of Lenny’s).

Finally, Lenny took a shot at Frankenstein, who I’d set up ready to attack Nightwing (having forgotten that he had Takedown). The intentional whiff took out the Tombstone, giving Watchtower Batman an easy shot for three.

I gave the game away then, when, to tie-up that Batman, I Perplexed Guardian’s speed to Charge him in a failed attempt (despite having Probability Control). Batman did not fail to Flurry Guardian for the game’s only KO, as time ran out just two minutes later.

In retrospect, then, Rushed Assault was a horrible choice with no way to counter its effects myself. Halfway through the game, I should have broken someone away to threaten Captain Gordon.

WIN/LOSS: 2-1. 4-1 total record.

This team looks like a hot mess on paper: only two team abilities, no wildcards to benefit. Only one character with greater than 6 range, and she can’t crack Invulnerability without help. The heavyweight starts with just a 9 Attack Value. Bulleteer is overcosted. At this point level, they seem plain outclassed.

What they do bring to the table is a pair of Perplexers and Probability Control to help out the low Attack Values. A few feats also bring out extra potential:

Opportunist on Frankenstein is superb…you have to hold him back early in the game, but once he starts, the Indomitable monster doesn’t have to stop and those built-up tokens make it hard for him to miss.

Horsewoman of this apocalypse.

Horsewoman of this apocalypse.

Shining Knight is MADE for Double-Time. While Frank’s biding his time, she can taxi either Guardian or Bulleteer in close to a target of opportunity, tying up the foe for a Charge next round. And with her Defense double-Perplexed by teammates, she might survive to push and Flurry (again, double-Perplexed) the next round to finish off or soften up whoever her fare Charges and hits.

Bulleteer + Unstoppable = a surprisingly capable attacker, either as a backup or frontliner. Twice in these games, the feat got her in position to make improbable hits. Invulnerability makes her short dial seem longer.

Loner makes the highly-mobile Perplexer Mr. Miracle nigh-untouchable. If he IS touched hard enough, he gets to take over PC duties from Zatanna.

As for the non-feated, they work out in the end, too. Klarion is a linchpin of the team; his Stealth and Mystic TA protect him from a lot of attacks while his Perplex makes the rest of the team work. He becomes a solid fighter down his dial.

Zatanna serves well to fly him around and help with Probability Control — as well as serving as bait for attacks. That worked out for me as she was able to make Frankenstein more dangerous with her Enhancement.

Freeze, POLICE!!!!

Freeze, POLICE!!!!

And Guardian truly shines on this team, as he’s the ultimate clean-up guy, Charging in after Frankenstein has softened everyone up. It’s when I failed to use him as clean-up that he fell.

And so a team I intended to play just for fun has turned out to be a true dark-horse winner. It’s not top-tier by any stretch — the final match showed that — but it’s better than you’d think!

Next post will either be a battle report on today’s “Zero-Range Brawl” — no ranged attacks allowed) or the first of a series of articles on how to build teams to play the controversial Event Dials first released in the Mutations and Monsters set of fall 2007. Keep an eye out for it!

May 22, 2009
500 points
My take: Seven Soldiers of Victory (Grant Morrison’s version)
Frankenstein 98
+ Opportunist 10
Klarion 76
Zatanna 72
Bulleteer 69
+ Unstoppable 5
R Mister Miracle (Origin) 64
+ Loner 5
SR Shining Knight 48
+ Double-Time 5
U Guardian (Collateral Damage) 47
= 499 points
Paul put together a decent Justice Society team:
E Mr. Terrific
V Stargirl
V Ray
V Damage
V Wildcat
E Hawkgirl (Unleashed)
E Dr. Mid-Nite
Ma Hunkel
Speed Saunders
I won the map roll and picked the World War Hulk NYC map. No battlefield cards or special objects. I hunkered my team behind the elevated trailers and waited as Paul similarly bunkered ehind blocking terrain with only Mr. Terrific exposed.
I knew I had to deal with Mr. Terrific ASAP. His Outwit would be a serious problem and I didn’t want to risk him getting pushed to Stealthed Probability Control. So I was glad when Paul taxied him (with Stargirl) in full view of the field in preparation for Outwitting anyone I put out there. Better still, he didn’t chain the 17 defense value (in Vet Damage) either.
I went for Mr. T, using Shining Knight’s Double-Time to carry Bulleteer and tie-up both Terrific and Stargirl. With most of Paul’s lines of fire blocked by the double-based Knight, I set up my Perplexers to boost her to 18; her Defense was sufficient to avoid all Paul’s attack rolls. A turn later, Mr. Terrific fell to Bulleteer’s heavy-object Charge and Knight’s Flurry.
Shining Knight was the first of my figs to fall (to Wildcat), but then Frankenstein was in the mix, and Opportunist made sure Frank didn’t miss. Dr. Mid-Nite got easy healings on his wounded thanks to JSA lowering DVs to, Hawkgirl’s 12. Fortunately for me, he critmissed once to keep Wildcat from getting back to full. 
A wounded Zatanna still showed her worth by using Enhancement to boost Frankenstein’s Running Shot to massive levels and thus ending the threat of the enemy that hit her, V Ray. As Guardian and Miracle polished off Wildcat, Hawkgirl and Stargirl, Ray retreated with Dr. Mid-Nite in vain flight. Brought them to ground for the wipeout having only lost Bulleteer and Shining Knight.
I was so surprised by this performance, I decided to run them in the real tournament the next day. See how that went next time!

Welcome to the first of an occasional series: My Favorite Teams, where I discuss some HeroClix builds I enjoy fielding at every opportunity. 

Last Friday, I played a 500-point friendly match with Paul (while all the usual regulars were apparently seeing “Terminator Salvation”). This was my chance to play my Seven Soldiers of Victory team (Grant Morrison’s version)!

Seven Soldiers of Victory vol. 4 TPB

Seven Soldiers of Victory (left to right): Klarion (and cat Teekl), Shining Knight (and winged steed Aragon), Zatanna, Frankenstein, Guardian, Bulleteer and Mister Miracle.

 

Frankenstein 98 + Opportunist 10
Klarion 76
Zatanna 72
Bulleteer 69
 + Unstoppable 5
R Mister Miracle (Origin) 64 + Loner 5
SR Shining Knight 48 + Double-Time 5
U Guardian (Collateral Damage) 47

= 499 points

Although this is the team almost exactly as it appears in the comics, save Mr. Miracle whose clix is based on the original Scott Free character instead of his former protegé Shilo Norman who stars in Seven Soldiers, it’s not a keyword-worthy themed team since Miracle doesn’t have the Seven Soldiers keyword. This is actually quite appropriate because the team never assembled in one place (indeed, many never encountered each other at all).

 

Paul, for his part, put together a decent Justice Society team:

E Mr. Terrific
V Stargirl
V Ray
V Damage
V Wildcat
E Hawkgirl (Unleashed)
E Dr. Mid-Nite
Ma Hunkel
Speed Saunders

…but Ray’s and Hawkgirl’s lacking the Justice Society keyword prevented him from getting the theme bonus. I thus won the map roll and picked the World War Hulk NYC map. No battlefield cards or special objects. I hunkered my team behind the elevated trailers and waited as Paul similarly bunkered ehind blocking terrain with only Mr. Terrific exposed.

I knew I had to deal with Mr. Terrific ASAP. His Outwit would be a serious problem and I didn’t want to risk him getting pushed to Stealthed Probability Control. So I was glad when Paul taxied him (with Stargirl) in full view of the field in preparation for Outwitting anyone I put out there. Better still, he didn’t chain the 17 defense value (in Vet Damage) either.

I went for Mr. T, using Shining Knight’s Double-Time to carry Bulleteer and tie-up both Terrific and Stargirl. With most of Paul’s lines of fire blocked by the double-based Knight, I set up my Perplexers to boost her to 18; her Defense was sufficient to avoid all Paul’s attack rolls. A turn later, Mr. Terrific fell to Bulleteer’s heavy-object Charge and Knight’s Flurry.

Shining Knight was the first of my figs to fall (to Wildcat), but then Frankenstein was in the mix, and Opportunist made sure Frank didn’t miss. Dr. Mid-Nite got easy healings on his wounded thanks to JSA lowering DVs to, Hawkgirl’s 12. Fortunately for me, he critmissed once to keep Wildcat from getting back to full. 

A wounded Zatanna still showed her worth by using Enhancement to boost Frankenstein’s Running Shot to massive levels and thus ending the threat of the enemy that hit her, V Ray. As Guardian and Miracle polished off Wildcat, Hawkgirl and Stargirl, Ray retreated with Dr. Mid-Nite in vain flight. Brought them to ground for the wipeout having only lost Bulleteer and Shining Knight.

I was so surprised by this performance (and the team similarly dominated the first time I played it early this year against a Hellfire Club team of Black King, Black Queen, Emma Frost, E Sunspot and Mastermind) that I decided to run the same team in the real tournament the next day. See how that went next time!