With each new spring or summer in Heroclix, there comes a new rulebook massaging and sometimes warping the game we enjoy. And with every change, there are winners and losers. For the next four days, Heroclixin’ will highlight two winners and two losers.

#10 WINNER is:

TELEKINESIS

TK got a hefty upgrade in 2008’s rulebook and PAC by gaining an 8-square range of effect as opposed to its prior ability to only sling adjacent characters away. But to balance the new flexibility, the moved characters had to break away from foes and then be carefully moved around other foes. It was a hot mess to explain to players both new and old.

Now, with characters no longer being moved but instead placed, pals can be grabbed from enemy tie-up with ease. And that’s not the only upgrade: now a TKer can use their own TK after being TK’d — something expressly prohibited before. Players can set up some crazy TK chains with this maneuver!

With all this going for the Grey* attack power, you may wonder why it ranks only #10. Well…you’ll see, as we climb (descend?) the ladder on the 2011 rules losers.

*(Get it? Grey? As in…Jean Gr…never mind…)

Meanwhile, the #10 LOSER is:

FREE ACTIONS

It used to be that you could take a potentially unlimited number of free actions if the power or ability allowed. But I guess the powers that be realized that almost every type of free action was pretty much already limited to once per turn somehow and decided to just make it a global rule.

So why is this a loss? Perhaps for its effect on the SHIELD team ability and a few other things. So Nanobots can only ever be used once to heal a couple of clicks per turn. Big deal! That’s why the reining-in of Free Actions is the least of the Top Ten Losers of the 2011 rules.

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The #9 WINNER is:

ENERGY EXPLOSION

It’s now a no damage attack, which prevents critical misses or critical hit rolls from dealing self-damage or extra damage, respectively. (Think of a critmiss being a dud grenade, for example.)

This would be a wash, then, if not for EE’s extra line stating that crit hits still deal the extra damage. A purely positive change makes for a modest win for Energy Explosion.

and the #9 LOSER is:

LEADERSHIP

Specifically because, now that its 50% chance of success is now reduced to 33%, it’s really not much good as it’s traditionally been used: on a lone, inexpensive character (usually feated with Contingency Plan) on a swarm team of other inexpensive characters that needs the extra actions.

And yes, Im thinking mainly of YOU, Sidewinder.

But as you’ll see in the coming days, this isn’t the bottom line on Leadership. Not by half.

Tune in tomorrow for numbers 8 and 7 in both categories!

Welcome again to F.U.N. Friday, where I share team builds that are Friendly yet Useful and, above all, Nifty.

Once I got Harley Quinn and Poison Ivy, the Super Rare duo from The Brave And The Bold set, and  The Holiday Killer from same, I was finally able to build a decent Batman Enemy-centric team for a 700-point Modern Age tournament:

Harley Quinn and Poison Ivy 175
The Joker (Arkham Asylum) 97
The Penguin (Arkham Asylum) 70
Firefly 68
Harvey Dent (Arkham Asylum) 67
Edward Nigma 60
The Holiday Killer 43
Catwoman (Batman Alpha) 40
Henchman (Arkham Asylum) 40
Henchman (Arkham Asylum) 40

= 700 points.

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Harley Quinn & Poison Ivy 175

They’re quite pushable, gaining Perplex and Stealth on their 2nd click, so I won’t shy away from using Running Shot to gain a bit of initiative in offense. Harley’s super-Outwit makes me almost hope they get hit.

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The Joker (Arkham Asylum) 97

His 11 AV isn’t quite as vital anymore for Batman Enemy teams now that wild cards can loan the team their attack values again. He’s also pretty fragile, with zero defenses outside of Stealth and a little Probability Control. But his 8 range is key in damage-dealing, and he has some help on this team, namely:

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The Penguin (Arkham Asylum) 70

17 Defend and flying really helps the mostly ground-pounding Batfoes. Heck, to the degree that Penguin takes enemy fire instead of more threatening targets makes him worth every point.

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Firefly 68

The other flyer of the crew and the most mobile attacker, Firefly gains a lot when teamed with better Batman Enemies and an Enhancer or two.

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Harvey Dent (Arkham Asylum) 67

Stealthy Outwitting Willpower with Flurry. Any questions?

Well, there’s also his singular ability, on this team, to not be forced to cluster with the rest to be most effective. Makes him a fine tie-up piece or hidden supporter with equal ability.

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Edward Nigma 60

Most put him on the team for his ability to allow a teammate to act turn after turn, but that power was barely used in my games. No, he was instrumental for his Outwit and especially his Enhancement, which made a threat out of so much else on this team.

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The Holiday Killer 43

Stealthy Outwit to start, a simple push to 11AV to share with other Batfoes and another 8-ranged threat for under 50 points. Even with the short dial, what’s not to like?

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Catwoman (Batman Alpha) 40

Long-lived tie-up piece that’s pushable to much better clicks. Better still, she was ripe for taking theme-PC tokens or Mastermind damage at any time.

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Henchman (Arkham Asylum) 40
Not really the best choice to double up, still they’re quite useful on this force. Batman Enemy and E.Nigma’s Enhancement turn them into threats instead of just Mastermind fodder, and their self-Perplex SP offers a third method of improving their combat ability. Still, for half the cost the normal AA Street Thug works nearly as well. In a future run, I’ll just go with a single Henchman and fill out with Thugs.

"You WILL obey me...!"

I recently got a Watchmen Collector’s Set in a great trade. And because I like to play all my pieces at least once, I decided to use this team of no-good criminals in a 200-point tournament recently:

Moloch the Mystic 79
Knot Top Leader 37
Larry & Mike 33
Knot Top 25
Knot Top 25
= 199 points.

Each character possesses the Underworld team ability, giving each member the Carry ability to ferry fellow members. In addition to that key bit of mobility, my main tactic and attacker is Moloch and his Mind Control. Finally, the Stealthy Knot Tops would be a decent close-ranged threat.

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FIRST ROUND

was vs. Josh’s Red Arrow, Green Arrow (DC 75th Anniversary), and E Green Arrow (Cosmic Justice).

TURNING POINTS

  • He won the initiative roll and chose the Crater map. That gave him a shooting gallery against my mostly low-range team.
  • Having missed my need-to-hit Mind Controls against enemy archers, I opted to make a retreat using the Underworld TA, making sure to move the Knot Top 10 squares away from the Green Arrow with 9 range perched in Stealth.

    But then.

    …I placed the Knot Top’s passenger, Moloch, exactly 9 squares away from Green Arrow…just within my enemy’s range…

    …despite the fact that Moloch has 10 RANGE. Terrible, terrible square miscount. A turn later, Moloch was KOed and so was my chance of an improbable win.

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SECOND ROUND

vs. Charlie’s Iron Widow, Doombot 5359, and Guardsman.

TURNING POINTS

  • Knot Top Leader managed to survive an early hit. He’d heal up with the Vine and return to contribute to the end-game by Underworld-carrying Moloch around.
  • Charlie rolled increasingly badly toward the end-game, giving my last two pieces not only a chance against the stronger Iron Widow but, eventually, a victory.

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THIRD ROUND

vs. Chris’s LE Clint Barton (Ultimates), U Nick Fury (Classics), V Black Widow (Classics).

TURNING POINTS

  • The Graveyard map was key for me, as the special squares kept key piece Moloch hidden even from the Ultimates. That gave Moloch the chance to Mind Control from relative safety.
  • Better still, his being able to MC enemy Ultimates gave my team a way to deal with the Stealth on Chris’s team. Thanks, Chris, for fielding that team. (Little did you know it was actually Moloch’s idea.)

After the first mega User Error’d round, I thought I was in for an 0-3 day. But I actually clawed out a 2-1 record. Good showing for the bad guys.

Sorry for no Custom Mod yesterday, but my attention has been wrapped up in the new Heroclix set due out this week: GIANT-SIZE X-MEN.

Every full set, I build a pocket checklist. But this go-’round, information has been slower in coming.

Since I know some out there are attending midnight releases, I am in turn releasing a not-quite-complete beta of the Giant-Size X-Men (GSX or GX) pocket checklist. Known issues include:

  • Mystique’s actual point cost unconfirmed
  • Blob’s rarity is questionable. He’s marked as an Uncommon, but this could be an error
  • Cyclops / Jean Grey duo name and cost unknown
  • Second Special Object name and cost unknown
  • Possible chase figures unrevealed

On that last point: GSX was announced as a 67-figure set, but we’ve only seen 65 to date. There could very well be two more ultra-rare pieces.

Anyway, here’s the 95% complete checklist.

Continuing the series that SHOWS how Super Strength figs hold object tokens on the sculpt:

He actually doesn’t hold it as neatly as he appears to. The token’s just leaning on the flight stand and between the (spread apart) legs. Still…he holds it, barely.

Note: Amazo from Cosmic Justice holds his the same way, only even less effectively.

Wrapping up our Black History Month-themed countdown of the Top Ten Black Characters in ‘Clix with the #2 piece:

Gotham City Detective (#006 Arkham Asylum)

Cheap Enhancement is always good, and this is the best value for the power  thanks in part to the PD Team Ability allowing him to also boost his Enhanced partner’s chances of hitting as long as he can see the target, too. Starting 9 AV is good for the 27-point cost.

Push GCD a bit to gain Plasticity to be one mother of a tie-up piece with Willpower, or stay put to keep Enhancing shooters while throwing out a ranged attack himself.

So many roles almost make this mere generic the best black piece in the game.

And the #1 Black fig is:

Bronze Tiger (#032 Justice League)

He’s got the Charge and 11 AV to move in for immediate attack; he’s got the DV to survive the counterattack and the Willpower to push to deal extra damage with Close Combat Expert; he’s got self-healing potential with his Suicide Squade TA and the ability to hide from shooters with the League of Assassins ATA (thus addressing his lone weakness against ranged attacks. Lunge and/or Loner are two feats that make him a lot better for minimal extra cost.

For just 60 points, Bronze Tiger is one of the better characters in the game. And so he takes Heroclixin’s top spot among the best Black Characters in ‘Clix.

Hope you enjoyed this month’s Top Ten countdown. Be here Monday for another Custom Mod. Until then, happy heroclixin’ this weekend!

#4 is the Mr. Hammer-Time himself…

V Steel (#069 Origin)

I reviewed this piece way back in 2007, and am basically just quoting from that review. 10 range is GREAT for sniping until he can Charge for big damage with Super Strength. (Lunge is his feat, to get extra reach on that move.)

Then, don’t be afraid to push for a Close Combat Expert KO, because his AV spikes from a starting 10 to 11 and never sinks below 9. His damage is also excellent throughout, and his defense spikes to 17 TWICE down the length of his nine clicks, even if his reducers quit after only seven. Ending with Outwit and 4 damage can be a rude shock for opponents.

Great stats and virtually no wasted points makes for an affordable tentpole for 300-point games.

 

#3 is the similarly-armored


War Machine (#200 Hammer of Thor)

Compared to Vet Steel, War Machine almost seems a bit of a downgrade, with less life and less powers — especially in the close-combat department.

But he gains top-dial Running Shot and a second target to go with his 10 range while also maintaining 3+ natural damage for most of his dial. And, to make matters worse for enemies, he gets an AV spike to 11 with Penetrating/Psychic Blast in mid-life as well.

If War Machine has a weakness, it’s that he’s not quite so dangerous in close quarters. But again, his base damage is almost always high enough to take on any comers. Definitely worthy of the #3 spot on the Black list!

Finally, be here tomorrow to behold the best of the Black!!

is the oldest figure on the list yet…

Fatality (#053 Cosmic Justice)

With TK, she offers mobility for the team. With RCE, she offers big damage. At 68 points, you can’t beat that. The pricey Trick Shot or Elite Sniper feats might pump her cost too high, but with the right shields and/or tie-up, hey, why not use ’em?

Like most older figures, her DV is pretty sad (even with Super Senses) and her late dial stinks. But she’s still one of the most solid black characters in HeroClix.

 

#5 brings us a tie between

Nick Fury (#091 Sinister / #2-11 Classics)

and

Storm (#057 Mutations and Monsters)

Fury is pushable for sure, with the ability to do a fair amount of hurt for relatively few points. All that Stealth up front helps keep him safe, and his fine attack stats and powers (Psychic Blast, Willpower AND Outwit) make him a serious threat. But his end half isn’t nearly as threatening as the front, and pushing him to click #2 (because you will push him) takes him closer to that end, so he’s on the bottom half of the list.

Conversely, Storm is all about long-ranged power (especially on her second click). A slight weakness to being based is mitigated by her “Goddess” SP that grants Force Blast and Quake in addition to Energy Explosion and Smoke Cloud.  She’s a little high-priced to be so fragile, but she’s still worth every point.

On the home stretch, now. Be here tomorrow for #4 and #3 on the Black List! :)

The #8 piece is one of the first black heroes created:

Black Panther (#024 Avengers)

A dial chock-full of Leap/Climb and either Perplex or Outwit makes BP an excellent support piece. His starting 11 AV puts him among the elite fighters. It’s his wild card status, however, that makes him most versatile, allowing him to:

  • share that 11 AV with Batman Enemy/Sinister Syndicate TA users;
  • hide with Batman Allies;
  • peer at Stealthed targets with Superman Ally /Ultimates;
  • deter attacks with Mystics, and so on.

Costing nearly 100 points with no range or moving attack keeps the king of Wakanda out of the running for highly competitive figures. But on this list, he stacks fairly well. Add either Lunge or Pounce to give him some extra fighting oomph. Or play him as pure (if expensive) support and make him a Brilliant Tactician for Avengers, Fantastic Four, Ruler or Spider-Man Ally teammates.

#7 is that enforcer from the future:

Bishop (#014 Mutations & Monsters)

100 points gets you, initially, a strong ranged fighter with Running Shot and 19 DV from shooters. But you’re playing him to soon push him to Outwit.

The drawback, of course, is that he’ll suddenly become a prime target, and his 17 Toughness won’t protect him much from even light hits. But said light hit lands him on the potentially more dangerous RCE, while a big shot simply leads to still more Outwit.

His end-dial bearing Regen gives him both potential to come back to solid fighting shape and to serve as an X-Men team battery. It’s for all this utility, in addition to his strength as a secondary attacker, that he’s the #7 top Black character in ‘Clix.

Tomorrow we hit the midpoint!