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

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

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

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

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

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

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

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

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

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

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

————————————————————————————

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

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

What do you think of these ideas? Comment below!

Y’all know I love me some Guardians of the Galaxy. Great title that I apparently learned about almost too late (it’s now “on hiatus”— read as: “soft-cancelled” — as of May  2010’s issue #25) that I got interested in because they’d been made into HeroClix. But until Web of Spider-Man, the tallest member of the team had been missing:

He is Groot.

I haven’t actually quite acquired the big guy, but a pair of friends generously loaned him to me for a game, knowing I liked the character. So I tossed aside the all-Web of Spider-Man team I was considering and instead ran this:

Groot 152
Phyla-Vell 138
+ Protected 8
Star-Lord 90 + Contingency Plan 12
Rocket Raccoon 65
Rookie Aleta 51
Bug 44

+ Guardians of the Galaxy alternate team ability 30
= 590 points. This was a last-minute team build, so I didn’t have any clear idea of what the last 10 points ought to have been used for. I faced my friend (who loaned the Groot) using this team: Deadpool (Web of Spider-Man), Bullseye (Web of Spider-Man), Nightcrawler (Web of Spider-Man), Scarlet Spider (Web of Spider-Man), Peter Parker (Web of Spider-Man) and Solo on the new Bridge map in the set.

Key factors/moments of the game:

  • His team had a pair of 12 AV ranged shooters, each of whom could use Running Shot for good damage. So after landing a very solid first hit on Scarlet Spider, I retreated most of the team to avoid retaliation.
  • Unfortunately, I made a bit of a repeat of a FAIL moment (see my FAIL series from a while back) involving Bug and Phyla-Vell that again cost the heavy-hitting cosmic girl her life in this fight. Using Aleta’s TK, I pulled Bug back out of range (rather than push him to retreat) while leaving the pushed Phyla a few squares out, just in range of Nightcrawler.
  • Nightcrawler, in particular, has been the focus of much nerd rage due the figure’s unique ability to snatch enemy figures into the range of his teammates, and that’s exactly what happened here: Phyla was grabbed and then attacked until defeated by the end of the round despite having the Protected feat to absorb one of the blows. Lesson Learned (again): Don’t be so concerned about protecting Bug from attacks, especially at the expense of much, much costlier and important figures.
  • However, Nightcrawler is not without his own glass jaw. Despite his multiple layers of attack evasion (Stealth, Shape Change, high DV and Super Senses), he was the victim of a one-hit KO by Groot.

    "I AM GROOT!!!"

  • Sadly, my attack rolls with Star-Lord — normally my MVP — were all ice-cold and he simply couldn’t survive another turn himself. Lesson (re-)learned: Make sure Star-Lord stands in, directly in front of, or behind hindering terrain when he makes a move that will expose him to counterattack…that way I can use Stealth (if he’s hit hard enough) to be shielded from most followup shots (using Combat Reflexes to take knockback into the hindering if necessary).
  • Similarly, I mis-moved Groot somewhat, not immediately taking advantage of his Special Power allowing him to heal for free when occupying hindering or water terrain. And at the end of the game, he probably took a KO shot he shouldn’t have, since we all forgot that Earthbound/Neutralized giants lose giant status.
  • I didn’t mind so much, since he’d landed a near-KO punch on Bullseye a turn or two earlier. :)

    “GROOT!!!”

In the end, Aleta was my last piece standing and, after she finished off Bullseye, my game was done. As evidenced by the Lessons Learned above, I could have played the team better, but it was going to be an uphill fight in any circumstance. More to the point of the article: does Groot enhance the Guardians of the Galaxy? What does he need from them?

  1. He’s got great defense. Now that the GotG ATA doesn’t wipe out their natural Defenders TA, he can chain his 18 DV with weaker members.
  2. He’s another taxi. Being a giant affords that. But…
  3. He’s terribly slow. Without Aleta’s TK or the speed boost of the Kinetic Accelerator special object, it takes him a looooong time to get in the fight. This game wouldn’t have gone half as well without either of them.

So it’s a bit tough to use him. He’s priced as a tentpole but is frankly better used as a backfield diversion for ranged shooters or a shield for lesser pals to hide behind. But if he gets stuck on his immovable clicks while too far away to attack, it could be disastrous. One must really carefully gauge the tempo of the fight when running Groot.

But then, isn’t that just good gameplay?

P.S.: one more rule of using this character: [Non-optional] At least once per game, you must shout, in your best Cookie Monster voice, “I AM GROOT!” when giving or resolving an action involving this character.

BROOD (Mutations & Monsters)

When the Crisis set did away with the Soaring mechanic in early 2008 and thus the need for flight stands, I jumped at the opportunity to make a slightly more compact version of this huge model:
  • Used a hobby knife to cut sculpt away from flight stand “pancake”.
  • Snapped off flight stand.
  • Glued sculpt to base.

Completed late-2008.

It’s actually barely any smaller than the original, though, and not really worth the effort.

Next week: one well worth the effort.
Next post: GROOT!

Since I’ve heard no news of the return of WizKids-printed checklists (as in the sets from Armor Wars through Crisis) in Web of Spider-Man, I’ve made my customary personal PDF version available. And this time I’ve also got slightly prettied-up versions of the ones I did for earlier set available as well. Just click the “Pix & Downloads” link in the header!

9-9-10 EDIT: Those who downloaded and printed the Web of Spider-Man checklist may have noticed it was teeny bit…unfinished. Now that I’ve gotten the actual names and set numbers of the Web and Webbed Person objects, that information is corrected and each has a check box now.

IRON MAN (Secret Invasion)

I’d like to say this mod was all my idea, but I can’t.
At all.
Here’s the original:

Also known as the Robert Downey Jr. sculpt.

Neat, unconventional sculpt. In fact, the sculptor revealed that he was under instructions from Marvel to specifically do an un-helmeted Iron Man sculpt.
But someone on HCRealms.com thought it’d be neat to put his held helmet on instead of his head, and did. It looked simple enough to do, and I’d done more radical mods already, so here’s how I proceeded:
  • Cut Robert Downey Jr.’s head off with a hobby knife.
  • Carefully cut the Iron Man helmet from the left hand.
  • Used a heated push pin to poke a small hole in both the neck stump and the corresponding point on the helmet.
  • Stuck a straight pin in the hole, then cut it off about 1.5 mm above the neckline.
  • Glued down the new head and swiveled it to a new facing position.
  • Painted the left side of his head and left hand where they were once joined together.
  • Painted the eye slits, chest unibeam and palm repulsor in white.

Completed mid-2008. Photo by Antonio Cade.

Again, not even remotely original; there are probably a dozen other guys on HCRealms alone who did the same. But it’s among my mods, so here it is.

Next Monday, I bring another Marvel icon down to earth.

I open this article with a new philosophy on battle reports. I’ve spent many a column whining about various FAIL moments in this game. But an audiobook chapter of “The One-Minute Millionaire” persuaded me to stop brooding on my failures in the game or to blaming others, the dice, or even myself. No, instead, I simply treat every game, win or lose, as a learning experience and become a better player — and person — as a result.

Now. Let’s lock and load, ‘clixers!

For many months I shelved pretty much the entire Guardians line-up. (It’s not as though they’re underused or anything. :D) But with the revamped Alternate Team Abilities now in play, I thought it was time to see what the new Guardians of the Galaxy team ability could do for me.

  • At 5 points per character, it costs a bit more, making it harder to fit on the team.
  • But it no longer overrides their natural team abilities, making it a real boon to most of its members.
  • It can’t be wildcarded, so it’s better on pure GotG teams anyway.

Here’s the team I built:

Phyla-Vell 138
One-Who-Knows 123
Star-Lord 90
Rocket Raccoon 65
Yondu 53
R Aleta 51
Bug 44
+ Guardians of the Galaxy 35
= 599 points. (0 in feats). BFCs: Assembled, Wasteland.

I got to the venue early, so I tried this out against the judge in a friendly game. Well, “friendly” being a bit relative as Thomas fielded all three Batman figures from the Arkham Asylum set (the 208-point Sinestro Corps one, the 120-point “Lamppost” and 64-point “Batman Beyond” version), the Out of the Shadows Batman and the Crisis “AzBats” Batman. I won the map roll and picked the Space map and theme-cancelled Thomas’s Deep Shadows BFC.

The Space map’s unique rules would cut into Sinestro Batman’s Running Shot + 10 range advantage, and the lack of hindering terrain would leave the Bats little room to hide. Or, at least, that would have worked if not for Sinestro Batman’s free-action Smoke Cloud Special Power. With that, Thomas was able to thoroughly nullify the majority of my offensive ability, and every time I attempted to fight, he was able to concentrate multiple attacks per turn while I was limited usually to only one. Consequently, despite his rolling 2 0r 3 critical misses, he lost only AzBats and wiped my whole team out. 0-1.

It wasn’t quite as lopsided a game as it looked (and often felt) like, though. The new Guardians of the Galaxy team ability made the Outwit that four of the five Batmen wielded almost completely useless. And my team’s ability to chain defense values with Defenders TA helped them last a lot longer than they might’ve otherwise. If I hadn’t accidentally blocked the Telekinesis lane Aleta needed to move Phyla-Vell into a much-needed first strike up Sinestro Corps Batman…if I could have thus gotten rid of that free Smoke Cloud and thus opened up the Bats to the full firepower of the Guardians of the Galaxy…who knows what the end result may have been?

LESSON LEARNED: Don’t block my TK lanes!

Fortunately, that was only a bye-round match of the tournament, which officially began while Thomas and I finished our match. That meant I got a 0-point win and still retained my once-per-themed-team’s BFC cancel ability.

NEXT OPPONENT: Andy and his mighty Avengers:

Thor (Hammer of Thor), Thorbuster, War Machine (Hammer of Thor) and Captain America (Hammer of Thor). He picked the Graveyard map and tried to use the Disbanded BFC. Thankfully, I was able theme-cancel that team-killing card.

Things didn’t go well for him from the start, as his first-strike single-target Pulse Wave attempt on Bug critically failed. Thor landed a massive hit on Yondu way back in the starting area, but Aleta’s Barrier slowed down the coming assault, forcing War Machine to fly over the makeshift wall and deep into my territory to press the attack. Multiple uses of Probability Control (both natural and theme-team versions) made it a wasted attempt.

I concentrated all my efforts on Thor first with Star-Lord’s Galactic Marksman ability to deal 4+ damage when targeting multiple foes, eventually wearing the god of thunder down and out of the game. By the time Captain America made it into the fray, I was able to keep him tied down with Rocket Raccoon (who was well-defended with Super Senses). I then followed with a KO of War Machine and finally, a last attack on Thorbuster with Bug’s Exploit Weakness — the armored Avenger’s early miss on my cheapest character truly coming back to haunt. I lost no characters. 1-1 (2-0, officially)

LESSON LEARNED: I tried to use this map’s special “Open Graves” terrain, which blocks lines of fire to the character occupying it, to my advantage. But my opponent reminded me that ALL lines of fire, including friendly ones, are blocked, preventing a couple of attack opportunities. This could’ve been disastrous…and would be for certain opponents in future games.

FINAL OPPONENT: Zach and his Sinestro Corps

Superman Prime (borrowed from me, actually), Arkillo, Lyssa Drak and a Manhunter (Arkham Asylum).

The 11-year-old picked the Castle map, but I used my Wasteland BFC to turn much of it into rubble, leaving Prime nowhere to run and hide but also giving the Hypersonically Speedy, super-strong beast a very long “swing” range when coupled with Lyssa’s TK.

Fortunately, that first strike missed, and I was able to get Star-Lord into the fight properly by first using Galactic Marksman’s AV bonus to ping Superbrat off his Invincible click (which reduces all damage to 1) and then using it to lay down 4+ damage on the bruiser thereafter. Prime was sent running to the opposite end of the field.

Manhunter laid a critical hit on Star-Lord, but not enough to KO him, so he was able to help shoot down Arkillo (who’d Charged in on Bug and Rocket). One-Who-Knows tangled with Lyssa Drak and Phyla-Vell pursued Superman Prime, who got a perfect Regeneration roll to become a renewed threat.

In the end, though, the tide was too much against the Corps. I’d lost Bug but got the wipeout.

FINAL: 2-1 (3-0 officially)

LESSON LEARNED: Guardians of the Galaxy work best together when multiple pieces can make attacks each turn. Because there’s currently no starting or early Outwit on the team, they really have to dig through enemy defenses. That also means they’ve got to expose themselves to the enemy in turn.

This is why the new ATA is so excellent for them. Bug, Rocket Raccoon, Yondu and One-Who-Knows are much better when they don’t have to fret about their Super Senses or Energy Shield/Deflection being countered, and their ability to share their solid 17 DV helps the normally 16-or-less DV Star-Lord immensely. The big gun of the team, Phyla-Vell, can push freely as her Power Cosmic team ability allows — something she couldn’t do with the old GotG feat. And fragile little Aleta, who’s such a linchpin for this team due to her TK, holds up just a little better under fire.

My only regrets are that the ATA left absolutely no room for feats and that this build can’t be used in Modern Age. Perhaps the upcoming member Groot in the soon-to-be-released Web of Spider-Man set will help the team out!

Rookie SHAZAM (Origin)

Mildly (or wildly) inappropriate joke-quote here.

People called this the NAMBLA sculpt. While I think those people are either a bit overreactive, it’s not hard to see why they might make such a comment. It is a little bit…disturbing.
More to the point for a comic book continuity nerd like myself is that Billy Batson the human boy doesn’t fly until he transforms into Captain Marvel, the “Shazam!” half of the sculpt. And it’s not like there wasn’t precedent for a proper sculpt.
Yeah. So here’s what I did to fix it for myself:
  • Used an exacto knife to cut Billy Batson off the sculpt at the feet.
  • Glued Billy to the dial base.

Now it's right.

Completed mid-2007.
Simple. Now when I play R Shazam, I don’t add the Shazam half of the sculpt until I push him to the powerful clicks. It’s more fun that way.
Next Monday, I attempt to make another character who flies actually look like he’s flying.

As with most changes to the game, the new Alternate Team Abilities mechanic produces some win/lose situations in HeroClix.
ALPHA FLIGHT
Keyword(s): Alpha Flight
Cost: 4
Once during each game, choose any team ability or opposing character. Each friendly character using this team ability modifies its attack value by +1 when attacking the chosen character or a character possessing the chosen team ability.
WHAT’S CHANGED: It’s gone from an alt. Avengers TA to an Alpha Flight-specific one. Its cost is also dramatically higher. Finally, since all current Alpha Flighters have the Avengers symbol, they don’t have to give up the free move TA.
WHO WINS? Wildcards can copy it, so adding a random Alpha Flight member may be useful for the whole team. Box is usable in Modern Age games (over 300 points, IMO…he’s too much of your team otherwise — though I think he might work in 200). 129 points for a decent brick and an AV boost for the team? Could work.
WHO LOSES? Avengers, obviously, who are now stuck with their own TA (horrors). Pure Alpha Flight teams are also wounded due to the cost increase killing feat optimization for a team that needs ’em.
BOTTOM LINE: For a mechanic shifting to thematic use, it’s not friendly to the theme. (Yet. Maybe the ubër-Wolverine we’re hoping the Web of Spider-Man versions to be will have an Alpha Flight keyword and change everything. But I’m not holding my breath. Wolvie’s never been a member of Alpha Flight.)
++++++++++++++++++++++++
AMAZON
Keyword(s): Amazon
Cost: 4
Whenever a character using this team ability takes 2 or more damage from an opponent’s attack, put a Sisterhood token on this card. Before being given a non-free action, a friendly character using this team ability may remove any number of Sisterhood tokens from this card. Modify that character’s speed, attack, or range value by +1 for each token removed until that action is resolved.
WHAT’S CHANGED: It no longer overwrites existing TAs. Characters no longer have to possess the TA to benefit or contribute.
WHO WINS? Wildcards, again, thanks to it not being a feat and changes to the wording. Similarly, Amazons can get a boost thusly as part of a Warrior theme. Every Wonder Woman and most Wonder Girls with a natural TA also gets to keep hers now.
WHO LOSES? Nobody? Seriously, I don’t see a downside to this ATA shift at all.
BOTTOM LINE: Good for themers and powergamers alike. Rejoice for the Sisterhood!
++++++++++++++++++++++++
CHECKMATE
Keyword(s): Checkmate
Cost: 6
Minion: Kings and Queens and Bishops. When another friendly character using this team ability and with a point value greater than 50 is within 8 squares, this character can be given a power action to use Perplex if it can’t already use Perplex.
WHAT’S CHANGED: It no longer is only equip-able on the Checkmate 50-points-or-less set and no longer is only usable by same. It also spares existing TAs.
WHO WINS? Wildcards, again, so long as the 50+ Checkmate “king/queen” is near enough to activate it. Definitely one for the cheaper WCs, though, or those with Willpower. Similarly, now the Kings and Queens can use the Perplex ability. The Willpower-using and generally-only-supporting-anyway Amanda Waller gets a big boost from this tweaked ATA. So, too, do the OMACs  and V Mr. Terrific in Golden Age versions of the team.
WHO LOSES? Pure Checkmate teams with a lot of generic fodder may find themselves entirely too weighted down by the cost of the ATA to field enough fighters. Many of the King/Queen pieces end up paying for a TA they’re not realistically going to use much, if at all.
BOTTOM LINE: This one can be useful for theme players, but it’ll take a powergamer’s savvy to properly leverage it. Meanwhile, it’s too unwieldy for most min/max players. Checkmate’s kind of a wash.
++++++++++++++++++++++++
FANTASTIC FORCE
Keyword(s):Fantastic Four
Cost: 5
Characters using this team ability may replace their defense value with the unmodified defense value of an adjacent friendly character using this team ability.
WHAT’S CHANGED: It used to not require adjacency or the FF keyword (just the symbol) or add a cost (other than wiping out the real FF TA).
WHO WINS? Wildcards, who’d been banned from using the FF ATA feat version for the past couple of starter sets. The Fantastic Four keyword also benefits by getting to share DV AND get the healing effect if things go way south — or, more proactively, if players push members of Power Pack (or the Alicia Masters pog, in Golden Age) to get back some clicks lost to light damage or pushing.
WHO LOSES? Power Pack, big time. Lacking the keyword means their sad DV values get no boost anymore. LE Sue Storm is no longer the team-making cornerstone (literally. Her role was to hide in the corner and keep the DV up) she was.
BOTTOM LINE: Ultimately a needed change to a nearly broken ATA.
++++++++++++++++++++++++
GREEN LANTERN HONOR GUARD
Keyword(s): Green Lantern Corps
Cost: 5
Whenever a character using this team ability attacks, modify their attack value by +1 for each other friendly character that attacked the same target this turn while using this team ability.
WHAT’S CHANGED: No longer requiring the GLC symbol or overwriting the TA granted by same, it also doesn’t require ownership of the new TA to gain the AV boost or ownership of the GLC symbol to activate said bonus. All this comes at a cost, though.
WHO WINS? Wildcards, hugely. A GL tank of SI Spider-Men could be an absolute deathmobile.
WHO LOSES? Ironically, the Green Lantern Corps itself. They still can’t use their natural TA, being all flyers (so far), so they are paying extra for an TA that, due to the high cost of the average GLC keyworded character (only 3 of a total 36 pieces cost less than 70 points — and well over half are 100 points and up) they just won’t get enough attacks to really benefit them.
BOTTOM LINE: Better for powergamers than for themers.
++++++++++++++++++++++++
GUARDIANS OF THE GALAXY
Keyword(s): Guardians of the Galaxy
Cost: 5
Powers possessed by characters using this team ability can’t be countered. This team ability can’t be used by wild cards.
WHAT’S CHANGED: It got a 1-point price bump in return for not overwriting Phyla-Vell’s characters’ existing TAs. It can be countered now, though.
WHO WINS? Phyla-Vell and the whole Guardians of the Galaxy keyword. They get to keep their natural Defenders TA, which is very good for Star-Lord, a lynchpin of the team with the weakest DV. And now Phyla-Vell no longer has to give up half her natural TA’s ability. Rita DeMara is also a potential winner, especially if she’s the only GotG on her force. Finally, Skrull Yellowjacket has a new target for his TA-busting SP.
WHO LOSES? Wildcards, for once. But not badly, since they get to use the Defenders TA now.
BOTTOM LINE: Totally theme-friendly and not bad for powergamers including a qualifying character on their cheeseball teams.
++++++++++++++++++++++++
JUSTICE LEAGUE INTERNATIONAL
Keyword(s): Justice League Antarctica, Justice League Europe, or Justice League International
Cost: 3
Whenever a character using this team ability would be dealt damage, you can choose to reduce damage dealt by 1 if you deal 1 unavoidable damage to a friendly character using this team ability that is adjacent to this character.
WHAT’S CHANGED: Super Buddies are no longer among the keyword prereqs. Possession of this TA is no longer needed for its effects. It no longer overwrites the JLA TA. :)
WHO WINS? Wildcards need only be next to a JLI member to use the ATA.
WHO LOSES? Super Buddies who aren’t also JLI. Poor V Elongated Man, V CD Mary Marvel and V HT Blue Beetle.
BOTTOM LINE: I guess they won’t be handing out the Super Buddies keyword anymore. The TA still isn’t super-great.
++++++++++++++++++++++++
LEAGUE OF ASSASSINS
Keyword(s): League of Assassins
Cost: 7
Lines of fire to a character using this team ability are blocked if this character is adjacent to a wall or blocking terrain.
WHAT’S CHANGED: They get to keep existing TAs.
WHO WINS? Wildcards can copy this, making it very useful for certain Martial Artist builds. LoA members with other TAs really benefit as well.
WHO LOSES? Pure LoA forces will sacrifice a lot of extra characters and feat room due to the extreme expense of this ATA. That 7 per character adds up quick with as many super-cheap characters this keyword can pack on!
BOTTOM LINE: Better for wildcard abuse than for theme players.
++++++++++++++++++++++++
LEGIONNAIRES
Keyword(s): Legion of Super Heroes
Cost: 2
Whenever the friendly character with the highest point value that’s using this team ability is KO’d, remove one action token from each other friendly character using this team ability.
WHAT’S CHANGED: It has a cost now in return for not wiping out their wildcard ability, and no longer requires the Legion symbol to use the ATA.
WHO WINS? An optimized Legion of Super-Heroes team under the Teen or Future theme with TAs to WC (provided you don’t field a Legionnaire significantly higher than the rest. Smart players may isolate and nerf that piece to concentrate on weaker ones that won’t trigger the mass token clear). Cheap LSH members rounding out a team (say, as tie-up and secondary fighters) can also gain a bit of extra usefulness in even while copying other TAs. And oh yeah, other wildcards can use this, too.
WHO LOSES? A pure LSH team, like the GLC, doesn’t gain anything from the change. Actually, they gain even less, since it only kicks in when you’re losing. But at least the cost is modest.
BOTTOM LINE: Probably best for teams where the Legionnaires are the wildcards abusing other TAs, assuming there’s no better ATA to have on the force.
++++++++++++++++++++++++
MONSTER SOCIETY OF EVIL
Keyword(s): Injustice Society or Monster Society of Evil
Cost: 5
At the end of your turn, you may roll a d6 for each friendly character using this team ability. On a result of 5 or 6, deal 1 damage to each opposing character adjacent to that character that hasn’t already been dealt damage by this team ability this turn.
WHAT’S CHANGED: The Superman Enemy symbol isn’t the prereq anymore. It also doesn’t work at beginning of turn anymore. It doesn’t wipe out existing TAs anymore. And possession of the TA isn’t needed anymore. All this for a not-so-modest 5 points per piece instead of 0!
WHO WINS? Injustice League keyword and the very few actual Monster Society of Evil piecesif they have a powerset that lends them to basing or being based. Wildcards also get a boost.
WHO LOSES? It’s sad that solo Superman Enemies who lack the keywords needed for this ATA are saddled with a most expensive and utterly useless TA. There are also quite a few Calculators who won’t be able to copy this TA due to owning it outright…but is this really a loss?
BOTTOM LINE: Hurts a TA that needed the help, and only modestly improves its new targets. Not a fan.
++++++++++++++++++++++++
MORLOCKS
Keyword(s): Gene Nation or Morlocks
Cost: 2* (0 if the character possesses the Morlocks team symbol)
Whenever a character using this team ability makes a close combat attack, modify its attack value by +1 for each other character using this team ability adjacent to both this character and the target.
WHAT’S CHANGED: Nothing, except an additional cost for the oodles and oodles of un-symbolized Morlocks made since Ultimates.
WHO WINS? Wildcards playing alongside V Marrow or Dark Beast. And yeah, I guess those two as well.
WHO LOSES? Characters who should have the TA (E XP Storm, maybe).
BOTTOM LINE: I suppose it’s enough to just have these morts back in the game!
++++++++++++++++++++++++
RUNAWAYS
Keyword(s): Runaways
Cost: 3
Whenever a character using this team ability attacks, modify their attack value by +1 for each other friendly character that dealt damage to an opposing character this turn while using this team ability.
WHAT’S CHANGED: Possession of the TA is no longer needed to activate or use the AV bonus, and it no longer wipes out existing TAs.
WHO WINS? You guessed it: Wildcards! But the Runaways also get a boost because many WCs have a better chance of landing damage on a foe than these kids do.
WHO LOSES? Pure Runaways teams. But whaddaya expect from a team whose battle cry is “Try not to die”? And they really only stay on the old status quo, so this really isn’t a loss.
BOTTOM LINE: It’s better for themers and powergamers.
++++++++++++++++++++++++
SERPENT SOCIETY
Keyword(s): Serpent Society or Serpent Squad
Cost: 6* (0 if the character possesses the Serpent Society team symbol)
Characters using this team ability can use Phasing/Teleport.
WHAT’S CHANGED: Nothing, other than a not-so-modest cost for any potential Modern Age Serpent people we may see.
WHO WINS? Serpent Society is back, baby!
WHO LOSES? No one, because any new Serpent Society folk, if they don’t get this TA as a trait, Watchmen-set-style, will be costed for the addition of this ATA.
BOTTOM LINE: Serpent Society is back, baby!
++++++++++++++++++++++++
THE SOCIETY
Keyword(s): Secret Society of Super Villains or The Society
Cost: 3
Whenever a character using this team ability is targeted by Outwit, you roll a d6. On a result of 4-6, the opposing character that targeted your character cannot use Outwit to target that character this turn. This team ability cannot be used by wild cards.
WHAT’S CHANGED: The IL symbol is no longer the prereq, and unlike most of these post-feat ATAs, it’s not wildcardable. It also won’t override existing TAs and now adds a modest cost.
WHO WINS? The keyword prereqs, many of whom couldn’t use the former version of this ATA. Unfortunately, both were pretty sparingly given. Other DC villain themes loaded with wildcards only might finally have a piece or two that has some sort of TA (thinking of you, Rogues)!
WHO LOSES? Wildcards lacking the keyword, which includes a lot of Calculators. The IL symbol, too, is stuck with a natural TA that isn’t very good.
BOTTOM LINE: Another old ATA nerfed by the new era through no fault of its own.
++++++++++++++++++++++++
SQUADRON SUPREME
Keyword(s): Squadron Sinister or Squadron Supreme
Cost: 5
While at least two friendly characters using this team ability are adjacent, one of them of your choice can use Mind Control. This team ability cannot be used by wild cards.
WHAT’S CHANGED: This ATA is purely for its namesake keywords now, not for all Defenders. It also doesn’t wipe out the Defenders TA if they’ve got it, and it allows them to swap who’s got Mind Control at the moment.
WHO WINS? The Squadrons alike, esp. the Sinister, who couldn’t use it before. This TA could work well combined with their natural Sinister Syndicate TA.
WHO LOSES? The rest of the Defenders, who probably weren’t using this ATA anyway.
BOTTOM LINE: A wash, but a good one, I think.
++++++++++++++++++++++++
THUNDERBOLTS
Keyword(s): Thunderbolts
Cost:8
Once at the beginning of the game, choose any one Marvel team ability other than an alternate team ability, a wild card team ability, or a team ability that can’t be used by wild cards. Characters using this team ability can use the chosen team ability if they can’t already.
WHAT’S CHANGED: No more DC abilities available. No Avengers symbol prereq — it’s actual keyworded Thunderbolts ONLY. No loss of natural TAs. And a significant price hike.
WHO WINS? Thunderbolts lacking the Avengers TA get quite the boost, especially the cheap ones who can act as a TA source for Wildcards, who also get their groove back re: T-Bolts. (R FF Songbird springs to mind.) V Bullseye just got way more awesome than LE Lester.
WHO LOSES? Pure Thunderbolts teams may find the cost of the TA too great. And, of course, Avengers are the huge losers.
BOTTOM LINE: This old ATA, more than any other factor, is what’s ushered in this whole change. I, for one, wished WizKids had let the old ATAs remain as feats (with immunity to the 10% cap) with all their TA-overwriting clauses intact, to give players a wider range of choice and to not render the B&B ATAs instantly obselete.
But something had to be done about Thunderbolts. It couldn’t remain as was and maintain real game balance. (Alt. FF, too, but it was only a hill compared to the mountain of TBolts.)
So I don’t blame WK for making a clean break the way they have, and hope this analysis (which took way longer than I anticipated) has helped put things into new perspective.

Seriously. I can’t believe some of the utter FAIL I’ve still been experiencing in HeroClix games lately.

Black Adam. I seem to make stupid tactical FAILs with this character more than any other. Back when he was new back in the Crisis events, I’d do ridiculous things like:

  • use his Impervious 254-point body to shield a 61-point medic from Outwit-equipped snipers. Barely escaped that game with a victory thanks to the time limit.
  • Hit Crisis Spectre hard with a Hypersonic hit and neglected to use the rest of his movement, leaving him completely vulnerable to the wounded but still-dangerous giant. I lost that game, snatching defeat from the very jaws of victory. Giant Hypersonic FAIL.

Lately, I’ve pulled Black Adam back out of the tacklebox. And I’ve made the same sorts of utter FAIL:

  • Used Exploit Weakness on a near-dead KC Shazam instead of HSS, leaving him vulnerable to repeated Lunging Stunning Blows from HoT Daredevil. Utter Hypersonic FAIL.
  • Didn’t use his full HSS speed with a full-health enemy V Icons Superman on the board, and didn’t really have much of a reason why I didn’t get him out of reach. Worse…I didn’t use his lower-pointed passenger to block line of fire to him. About three different FAILs. In one action.

Now with a new Black Adam as part of the Shazam! and Black Adam duo, I had another chance to do well by him…or not. See, I put Lunge on the guy (since he has Close Combat Expert much of his dial) and went to town, using the feat to get a quick one-hit-KO of Max Mercury. But later, I took a HSS chance to try to take out an enemy Brave + Bold Superman and lacked the speed to get back to relative safety.

Wasn’t until much later that I realized I’d forgotten Lunge, that would have given me the extra movement to not get so easily ganged up on by BB Superman and Wizard Shazam. Amnesiac FAIL.

In the same game, I utterly forgot BB Metallo was Indomitable, thus losing crucial attack chances. Lost that game. Double FAIL.

In the game previous, I didn’t use Goodness & Mercy’s SP Willpower to chase down a healing enemy. SP FAIL.

These FAILs paled next to today’s though.

Scenario: My Extant, way up on points and on his 1st click against enemy Flash (Justice League Super Rare) has a shot at long range. Afraid my 10 AV isn’t enough hit an 18 DV + Super Senses, I Phase in close. Flash proceeds to alternately Flurry, Hypersonic and generally pummel my weakening Extant to KO.

I wasn’t finished. Same tournament, tired of trying and failing to hit an enemy Black Flash, I pursue and base a wounded Max Mercury hiding on an Eleha’al Vine. Max uses Flurry to land 8 consecutive attacks to deal (with the other White Knight) my reducer-less Extant a bitter defeat.

Extant has full-dial Phasing and a 10 range. 10 RANGE! WHY WAS I BASING NON-STEALTHED CHARACTERS THAT COULD USE FLURRY….TWICE?!?

Worst bit of FAIL since forgetting to play my TKer in the last FAIL article.


Read the introduction to the series here.

E101 RAGNAROK

What, it's the end of all things AGAIN?

WHAT TO BRING: Characters cards and/or keyword lists to make sure the  characters are accounted for correctly.
THE SETUP: All characters on a player’s force that have the keyword possessed by the most characters on that force (or the character that has the highest point value, if the characters possess no common keyword) are that player’s “Asgardians”. Any remaining characters are that player’s “Monsters”. Then, characters that have the Asgardian or Monster keyword can choose to become part of the group matching their keyword. Place eight objects on the battlefield instead of six, and do not replace any of them with special objects.
WHAT IT MEANS: Themed teams will lose out on some of the conditions and effects of the dial, so you might not want to build one. Super Strength will have a field day.
TURN THE DIAL: At the end of each round.
WHAT IT MEANS: Steady-moving event dial.
Treacherous Loki  (brown, slots A-C): Choose a friendly character. The character can use Outwit and Perplex.
WHAT IT MEANS: You might want to field anti-Outwit tactics (Stealth, Fortitude, Outsmart, certain team abilities) because you WILL be facing the power. By the same token, building in a character to best use this effect would be a good strategy. But you don’t really have to, since you can switch your “Loki” from turn to turn.
A Mob of Mjolnirs  (lime, slots A-C): Monsters can pick up objects as if they possessed Super Strength. All objects deal 1 additional penetrating damage when used in an attack.
WHAT IT MEANS: No need to build in Super Strength to use all those extra objects…at first. But because the effect doesn’t last long, it doesn’t hurt to have some actual Super Strength on the team.
March of the Trolls (blue, slots C-E): Monsters modify their speed values by +2.
WHAT IT MEANS: Move and attack powers get a boost here, so try to fit some among your non-Asgardians. It also helps your monsters act as good tie-up sacrifices.
Rally at Vanaheim (black, slots E-F): Asgardians can use Regeneration.
WHAT IT MEANS: The majority of your build gets a second wind (maybe). Here it pays to build in piece that actually has Regeneration among your Asgardians and feat it with Automatic Regeneration to get extra mileage from this effect.
Fall of the Trickster (yellow, slots G-J): Characters can’t use Outwit or Perplex.
WHAT IT MEANS: Suddenly all those powers and abilities you were so worried about earlier are safe. Now’s a good time to push the advantage, especially in conjunction with the next (and concurrent) dial effect…
The Odin Force Returns (cyan, slots G-J): Choose a friendly character. The character can use the following powers as if it had a range of 12: Energy Explosion, Psychic Blast, Pulse Wave, and Quake.
WHAT IT MEANS: Field someone with high attack value and Running Shot and try to make sure they survive to this point so they can viciously explode your enemies to cinders.
Last Battle (red, slots I-K): Once per action, Asgardians given an action or declared the target of an attack can modify one of their combat values by +1 until that action resolves.
WHAT IT MEANS: No Perplex (thanks to “Fall of the Trickster”)? No problem!
All That Remains (orange, slot L): The game ends immediately. Each player receives 10 fewer victory points for each character on an opposing force that was not defeated.
WHAT IT MEANS: Here’s where building a bigger force (that survives) can yield some dividends. On the other hand, KOs are still king, and and smaller team of beaters will give up fewer points (again, if they survive).
SUMMING IT UP: This dial is about speed-fighting to the absolute death, gaining as many KOs as possible in 11 rounds. Build for such and throw caution to the wind.