2. Veteran Blizzard (Infinity Challenge #090)
Range: 8
Starting clicks of Barrier: 4
53 points

While Experienced Blizzard shares many of the same strengths — great offensive AV, Running Shot + Pulse Wave for the ability to ping away at clusters of enemies — it’s the Vet’s ability to use Masters of Evil TA to push and build Barriers for four straight rounds that puts him near the top as a Barrier specialist. AND he can use Thunderbolts, too? If it weren’t for his total septic-tanking post-Barrier, he’d be number one for sure.

 

1. Ice (DC 75th Anniversary #007)
Range: 8
Starting clicks of Barrier: 3
47 points

She absolutely nails all the factors: 8 range, low cost, good ability to either damage or super-Incap (via her “Freeze In Place” SP), and still being able to hit when she’s exhausted her long run of Barrier. Her only lack being usable keywords, she takes the crown as the best Barrier piece in HeroClix.

Or does she? As we began this list with a tie, so do we end with one:

1. Klaw (Captain America #210)
Range: 8
Starting clicks of Barrier: 3
60 points
If Ice nails all the factors, Klaw at least tacks them pretty well with a solid 8 range, even better fighting ability with Penetrating/Psychic Blast, Pulse Wave and/or RCE through his run of Barrier (even afterward!) and wildcard ability to boot. The only reason the Scientist-keyworded Klaw ties Ice for first instead of kicking her down to #2 is that he’s more expensive than any of the top 5.

Thanks for reading this, the first top 10 list I ever made (posted at HCRealms some years ago), redone for Heroclixin’! Be back Monday for the Honorable Mentions.

 

4. Rookie Raven (Icons #028)
Range: 8
Starting clicks of Barrier: 2
54 points
Her life as a Barrier-builder is brief, but she makes the list as the queen of support figures. She starts with Probability Control, giving her great use on any team, and can Barrier-push directly into her post-Barrier role as the team healer (and a self-healing one if necessary thanks to the Titans TA and Regeneration). All this utility for just 54 points is a great bargain that makes the Rookie the prize over her otherwise just-as-useful EV versions.

 

3. Rookie Aleta (Supernova #043)
Range: 8
Starting clicks of Barrier: 3
51 points

Portable (not being a flyer like E Aleta) and self-mobile (thanks to L/C), Rookie Aleta offers a double dose of support abilities in Barrier and two clicks of TK. Her post-Barrier AV is fair at best, but an increase in damage potential can make her quite the clean-up figure — and for just barely over 50 points. Adding the Guardians of the Galaxy ATA keeps her from being Outwitted, and Defenders TA can keep her from being an easy KO (IF she hasn’t hurled all her pals away with TK). She drops from number one because Barrier is really her secondary role and stiffer competition has arrived.

Tomorrow, see who Heroclixin’s top Barrier-builders are!

Veteran Avalanche (Clobberin’ Time #033)
Range: 8
Starting clicks of Barrier: 4
32 points

His free-moving Brotherhood team ability, deep Barrier dial and dirt-cheapest cost of the list win him a spot despite A) his lack of effectiveness in his secondary role as a Pulse Waver/Energy Exploder and B) his general late-dial uselessness. He also shares a keyword with another inexpensive Barrier piece on the Top Ten…

 

5. Experienced Pyro (Infinity Challenge #092 / Universe #110)
Range: 8
Starting clicks of Barrier: 2
35 points

He doesn’t offer much Barrier and his life is all but over beyond those first two clicks. So why does he make the list? Three reasons:

  1. He has a free-move team ability in The Brotherhood. It’s not much, but it can help him get easily into prime position for
  2. his secondary role as a sniper. Sure his damage and AV aren’t so stellar, but what do you expect for
  3. the cheap price of 35 points?
Guess even villains like to be protected. See the cream of the Barrier crop starting tomorrow.

 

 

A couple of blondes take these spots, starting with:

8. Experienced Aleta (SN)
Range: 10
Starting clicks of Barrier: 4
75 points

Very much on the high end for a Barrier specialist, and her attack values are middling for her cost and role as a sniper. But 10 range is great for the power. Better still is that, with Running Shot and Telekinesis appearing after Barrier’s gone, she has great utility in the mid- to late-game action. Her Defenders TA could be useful. Adding the Guardians of the Galaxy ATA protects her from Outwit.

 

7. Veteran Magma (AW)
Range: 8
Starting clicks of Barrier: 4
51 points

A very weak opening AV (7? Seriously?) completely wastes her early-dial ability to shoot for 4 damage through RCE, leaving her nothing else to do but Barrier-push (or trade clicks via X-Men TA) for four clicks, as her stats rise. It’s only after Barrier that she becomes a genuine late-game threat who, after stalling the enemy this long, can either score a KO herself or act as a sacrifice piece the enemy can’t afford to ignore.

Tomorrow is hump day and mid-point on the Barrier list. Things begin to grow more villainous…

When guest writer Morrison began his review of characters with the Soldier keyword, the Captain America set was still only half-revealed. Well, there were enough standout military-style pieces to warrant this, his final segment. Enjoy!

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 Captain America (Captain America #001)

Few pieces come this good. At under 90 points his combat values are excellent, with 4 clicks of 10 or better attack, an 18 starting defense, and the ability to crack Invulnerability on every click. Oh, and did I mention he has Perplex? A great leader (even without Leadership) or a great solo fighter, the former Bucky has learned well.

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Howling Commando (Captain America #201)

Both versions are good, but for this review look no further than Howling Commando (201b). Here’s how you should use him. Your force moves out. He walks into Stealth and starts Perplexing. 40 pts is a bit much to invest in a 2 trick pony, but positioned well, that Stealth should keep him on the top click for a while. He is also the cheapest source of Perplex for soldier and certainly the most useful for low cost.

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Nick Fury (Captain America #207)

Not quite Nick Fury: Director of S.H.I.E.L.D., but this guy has what I would call effective dial design. Early high movement and Stealth mean that you should position him in hindering terrain where others can’t see him, then next turn push him to get to the Outwit. Say, that strategy sounds an awful lot like…

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Captain America (Captain America #040)

Another solid Cap. For 83 pts, three clicks of 11 attack and a chance to deal either 3 damage to two hit characters or have a 20 def at range ain’t too shabby. As far as keywords go, this is WWII Cap. Despite a low tail end defense, you might actually get to use that late Outwit. Hit the Hun! Buy Liberty Bonds!

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Crimson Dynamo (Captain America #042)

In Soviet Russia, scientists make power armor-man as good as dirty capitalist American Stark, no. Dimitri deserves a place (like War Machine) on both the Armor and Soldier review. The Indomitable ability makes him truly a powerful primary ranged attacker.

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Darkstar (Captain America #043)

For that free Smoke Cloud trait alone, Darkstar has a place on many teams. A suggested strategy: play her with a squadron of S.H.I.E.L.D. snipers — er, KGB operatives. Push to use Telekinesis in your early turns to set up your force and enjoy the 3 damage Penetrating/Psychic Blast.

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Ursa Major (Captain America #044)

Beast Boy, eat your heart out. Take a look at the offensive potential on this guy. At 102 pts, this beaststick will be found on many teams. I dig the Invulnerability and Shape Change combo. If feats are allowed, Not So Special makes this guy an even bigger threat.

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Captain America (Captain America #060)

For 68 points, I just don’t see how you can argue with indomitable, 12 attack, and 3 damage. Steve here certainly provides a lesson in diplomacy by any means, and patience.

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The Captain (Captain America #062)

A very steady and powerfully consistent brick for a decent cost. Between its placement and the prevalence of Outwit, Cap’n Hammer will only rarely see that 12 attack. But it’s still there.

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Ursa (Superman #044)

Ursa is another great figure to have that treasured combo, Running Shot and Penetrating/Psychic Blast; her unique twist is 4 damage and that she ignores Stealth (while herself having some). As only a rare, we can be sure that she is going to see some major tournament play. She tops it all off with Superman Enemy team ability, which while good, is only good if you have other figures with the ability. Figures like…

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"KNEEL."

Zod (Superman #053)

Zod offers some straitforward offense, and then offers some very tactical options with his special damage and speed powers. This guy will definitely be giving the big blue boy scout some grief, and will only be giving it harder with some friends around.

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 And that concludes Morrison’s look at Soldiers. Thanks for reading!

Heroclixin'...Back from the ice like Cap.

Sorry, readers, for missing so many days of updates! I was unusually busy back in the week when this series started. Then my DSL modem catastrophically failed (turns out it had been recalled years ago, so I got a free replacement). Then I had to scrape up cash to catch up on my internet bill.

When it rains, right?

Let’s get back on track with a double dose of Morrison’s guest Soldier review: Elite Corps and Tactical Commanders!

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In every branch of military, there exists an elite corp: the Navy Seals, Army Green Berets, Air Force Special Forces, SOCOM. HeroClix has one, too. Morrison rouses ’em for inspection.

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Elite Corps

These guys are your shock troops: the boys you call in when you need to lay down some hurt hard and fast.

Noh-Varr (Web of Spider-Man #038)

Very soon after Web of Spider-Man’s release, people felt the power of this guy. He brings solid stats and great powers. He plays well on many keyword themes, or you can give them all away for a permanent attack boost.

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War Machine (Hammer of Thor #200)
V War Machine (Armor Wars #069)

People who read my earlier Armor review remember these two quite well. And what’s not to love? (interestingly enough, the older, lower point figure actually has a higher average defense, 16.5, vs 16.125)

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Ares (Avengers #054)

Honestly, if his sky-high stats and SP Perplex don’t make you drool, I don’t know what will. Just remember to bring a taxi, and kill the medic and the Outwitter first.

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Finally, he finishes off the Soldiers with a look at the Tactical Commanders: These guys may not hit the hardest, but they give you a some phenomenal options and power sets in higher point matches.

Uncle Sam (Crisis #035)

Sure, at times he might be inconsistent, and maybe a bit big for his britches, but Uncle Sam at heart is about one thing: to help the little guy. His stats are ok for his points but he’s a great captain for large point swarm teams with his high-point Leadership. And trust me, “Give Me Your Tired, Your Poor” is a phenomenal power. With some good set up, look forward to increasing, not decreasing his attack when using the Move And Attack ability.

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John Stewart (DC 75th Anniversary #046)

Some look at this figure and see only bad dial design: no move and attack and Sharpshooter and Ranged Combat Expert coupled with Super Strength, but such a view is a discredit to John. His “problem” is that he has two roles: taxi and powerful ranged attacker. If played right, your opponent should quake at the presence of an 11 attack, 5 damage, 8 range figure with Indomitable. After he takes a hit, for say 3-4 damage (as most hits are these days) he turns into super-taxi: 11 movement, decent value defend, and he gives everybody he’s carrying ES/D. Think of him as a versatile landing craft.

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Green Lantern (Crisis #023)

Hal also tries to stand firmly in both the attacker and the support camps, with Running Shot and Willpower vs Perplex, Telekinesis and GL TA. With 5 clicks of 10 range double target Energy Explosion, consider giving him Green Lantern Honor Guard to help soften enemies up for you smaller GL figures.

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Kilowog (Green Lantern Gravity Feed #003)

Just like in the comics, Kilowog likes being around others. Charge him to whale on some pesky opponents then next turn, have him in the rear of a wall of low-point soldiers, who are having both their damage and attack raised by 1. The only thing that could have made this figure better would have been GL TA, which would have made Kilowog superb to the highest level.

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And that, readers, wraps up Morrison’s original set of mini-reviews.

“But,” you ask, “we’re there a few more Soldiers released for the Captain America set while you were goofing off these past couple of weeks that should be on the list?”

First, I was NOT goofing off. :) Second, yes, Morrison is already writing an addendum for this series. Look for it next Friday.

Monday, I finally begin a new feature unique to Heroclixin’ to replace the My Custom Mods series that wrapped up late this spring. Tuesday, Token-Totin’ resumes. Wednesday, look for a New Comic Day Battle Report. In the meantime, have fun clixing this weekend!

After the grunts on July 4th and the lieutenants Tuesday, Morrison looks at the field commanders below…

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Field Commander

These guys may not be as sturdy as the above, but they bring something else to the fight, great supporting ability.

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Rocket Raccoon (Hammer of Thor #028)

He brings cheap Prob (with the Leap/Climb mobility to use it best— Editor RKJS) (and, later, Outwit) to a Soldier team. His stats are kinda low, but consider giving him Guardians of the Galaxy ATA so his PC does not become vulnerable to pesky Outwitters. Overall though, his dial is similar to, but not as good as …

Domino (Giant-Size X-Men #017)

For 4 pts more, she brings the hurt. Higher attack, defense, and more Prob make Domino a great addition to a soldier team. (The chance to deal 6 damage doesn’t hurt either.)

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Steve Rogers (Captain America #031)

He comes to the fight prepared; with 12 attack and 3 damage he’s hardly a slouch. At 99pts, his Leadership will be used to great effect. His “Focal Point” Trait can be used to great effect to give Avenger friends S.H.I.E.L.D. TA. (and SHIELD guys get to use the Avengers TA for easier deployment! — Editor)

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U Nick Fury (Sinister #091 & Classics #2-11)

It’s hard to spend 63 points better. The trick to use this guy to greatest effect is to move him and a friend into hindering, get lucky on Leadership and push to hit. Then you camp out right where you are, sitting high and mighty on your Stealth, with 10 attack Psychic Blast for three damage with Willpower and Outwit. Many people disliked the Sinister set, but even today, Samuel L. Fury holds up pretty well.

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Captain Metropolis (Watchmen #008)

Captain Metropolis is one thing, pure and simple: a finesse piece of the highest order. It’s hard to argue with 5 clicks of Enhancement for 40 pts. This guy should be by a battalion of low-cost soldiers, as then he can utilize his STACKABLE, TOKEN REMOVING Leadership. After he takes a hit, he’ll be boosting his friends’ defense and damage.

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Sgt. Rock (DC 75th Anniversary #017)

Remember the first part of this review; you know that part where I described all of those effective grunts? Well imagine if you will, a team of S.H.I.E.L.D. Snipers. Now imagine a team of S.H.I.E.L.D. Snipers, Easy Company Soldiers, Black Hawks, Little Sure Shot, Hive Troopers, Checkmate Knights, and some of them equipped with Spotter. Now imagine that force, with each of the above with Willpower.

At 68 pts, you get the single best support figure for soldier teams.

I was always surprised right after DC 75th was released, the general consensus was about how bad it was that Sgt. Rock and his lost brigade couldn’t break Invulnerability. Those people just didn’t have the right perspective; this Sgt is meant to be the Rock of more than just Easy Company.

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Next time, Morrison looks at the Elite corps of Soldier keyword. 

Having covered the infantry last time, now Morrison looks at the commissioned pieces, Lieutenants:

These guys can hold their own on the field and are great investments for mid-range points.

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The Thing (Secret Invasion #104)

Very few, and I mean very few figures can compete with Ben Grimm right here for sheer effectiveness, both in terms of damage and support. His lack of range is not a problem, for this figure you will find a way to get him to the action. Keep your friends close (to use “Yer Ever-Lovin’ Pal”) and your enemies even closer to make full use of the Thing.

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Star-Lord (Hammer of Thor #025)

His defense might be low, but Starlord is all about tactics, with good range, high-point Leadership (which is actually useful now) and several options. Remember to Running Shot to base to help his Combat-Reflexes-empowered defense.

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Captain America (Hammer of Thor #040)

Unquestionably the best mid-point ranged combat figure PERIOD. Rogers breathes board control. Try to keep him top click to take full advantage of that 20 defense at range, and keep a bruiser-type pal close by to deal with him getting based (your opponent will try to base him). Just like in the comics, he plays best near buddies who can use his Leadership. Out of pure contrariness I like to give him Pym Particles. Your opponent will hate you for sitting on 21 defense while he and his buddies explode anybody who tries to come near.

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Winter Soldier (Avengers #050)

Ever since Avengers came out, people have seen this guy’s power. Stealth sniping may not be what it used to be but his 10 range, Stealth and the ability to smash an opponent for 5 damage with Ranged Combat Expert or a heavy object in close is unparalleled. He suffers from late dial defense erosion, but can be an excellent investment for his points.

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Unique Wolverine (Armor Wars #095)

A cynical observer would see a dial of straight 2 damage, but I (and Logan’s opponent) would see something very different: S.H.I.E.L.D. TA, 6 range (MM Zombie Wolverine wishes he were this effective), three clicks of Blades/Claws/Fangs, and 9 clicks of life, all for 60 pts. This gives James many uses. He’s great as MM fodder. Even drastically weakened he makes for a great body guard. He gives occasional ranged support. Most versions of Wolverine demand Automatic Regeneration, but not the AW unique…keep him svelte and deadly.

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Mademoiselle Marie (The Brave and the Bold #029)

Another figure who makes great use of the old time stealth + long range combo. Setting up your attacks well, you could really pile up the Improvise tokens, helping you take out even more figures. Just make sure that she isn’t in the center of the firefight unprotected.

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August General in Iron (Justice League #034)

In perfect honesty, he’s not as effective as Ben G. But AGII can still bring the hurt, with lots of Exploit Weakness and 3 damage. If feats are allowed, Auto Regen would be put to good use here.

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That’s it for the lieutenants. Next time: those specialist types…

Heroclixin’ guest reviewer Morrison presents an analysis of the Soldier keyword. Like he did for the Armor reviews a couple of months back, he’s split them up according to class, starting today with Ground Troops.

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Hello faithful readers out there on the internet. It’s ThatGuyoverthere again. For a while I was considering doing another keyword review, and between having some more time now, I thought that I would write a review for the Soldier keyword.

Ground troops

Solider is one of the most common keywords, and as such, a huge number of figures have it. Many old generics have, and can be parts of great teams, and as such, this is only a small fraction of the playable low point figures who have some special merit.

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Rookie Shield Trooper (Sinister #004)

S.H.I.E.L.D. trooper might not have much stat-wise, but she certainly brings two things: longevity and cheap S.H.I.E.L.D. TA. Overall, she works out to 3.4 pts a click, making for a tremendously efficient dial, meaning that she is great for filler, or for Mastermind fodder.

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Moon Knight (Avengers #006)

Moon Knight may be only about half as efficient, at 6 1/3pts a click, but for less than 40pts, you get a figure who between Stealth and ES/D can get close enough to an opponent to attempt to deal 4 damage with a 10 attack, which isn’t too shabby. A good soldier for a force.

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Badoon Commander (Supernova #012)

At 1 pt less you get a figure with less offensive capability and 1 less click, but you get marginally better range, copyable Skrulls TA, more stealth (with the advantage of smoke cloud), and most importantly, 3 clicks of Enhancement. While there are cheaper sources (22-pt E Hive Trooper), our Badoon friend here is pretty bargain basement.

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R Blackhawks (Origin #001)

This entire REV presents a very useful set. As inexpensive as they are, each has pretty good stats, and the Police TA. These guys make excellent filler, or third-tier attackers. Cheap Enhancement would make these guys superb.

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Rookie Puck (Mutant Mayhem #025)

This guy has a solid dial, and as I recall, there was a time where some version of Puck was found on most all competitive Avenger teams (before cards). Even now for the points he holds up great, with his only pitfall being his low movement.

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Rookie Domino (Mutant Mayhem #028)

For 35 pts, you get not one, not two, but three clicks of Probability Control, arguably the most powerful power in the game. Plus, on two of those clicks, Domino has Stealth to protect her from range, and Super Senses, providing another (if thin) layer of defense, giving that Prob some staying power.

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Easy Company Soldier (DC 75th Anniversary #001)

Unless you are playing in some special scenario, virtually every game features more than one figure over 50pts, effectively ensuring (given an even marginally well-constructed force) that you can use a 30 pt figure with both Running Shot, and 10 Attack Value, which is hardly shabby. A strong filler and low-key harasser.

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Checkmate Knight (Black) (The Brave and The Bold #014)

Many would bemoan such a short dial (three clicks), but being able to dish out 4 damage at 8 range for under 40 pts is near unprecedented. You wouldn’t want to build a force with too many of these, but a couple can really bring some low-cost hurt to your opponent. In larger point games that allow feats, this figure goes great with Spotter (with 8 range, she can see a lot of the board), making all of your other figures even more effective.

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Little Sure Shot (Cosmic Justice #201)

Some would scoff at a completely vanilla dial and a max damage of 2, but four things stand out about this guy:

  • 15 pts is phenomenally cheap;
  • 9 AV is still pretty good,
  • copyable PD TA (great),
  • and 10 range.

Who else has 10 range for 15 pts, much less 9 attack and opponent defense reduction? That’s right, nobody.

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Thunderer of Qward (Crisis #223)

Enhancement is great on any even mildly cheap figure, especially on one who can attack from 8 squares away, or deal 2 penetrating damage. An oft overlooked, but very playable figure.

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Captain America (Secret Invasion #019)

A casual glance at the dial reminds me of a figure 2 pts less costly, Guardian, but is much more playable. Between his 0 range and eventual Combat Reflexes, Bradley has one clear use, as a tie up piece, but as a very good one nonetheless.

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Warlord (DC 75th Anniversary #021)

Warlord is also destined for close combat, with 2 clicks of 11 attack, 2 clicks of 10, a dial full of B/C/F, Charge, Combat Reflexes, and Close Combat Expert. On his last 2 clicks, Warlord picks up some useful range capability.

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S.H.I.E.L.D. Sniper (Sinister #005)

S.H.I.E.L.D. Sniper epitomizes everything good about a grunt:

  • long dial (5.5 pts a click);
  •  a support power for comrades (S.H.I.E.L.D. TA),
  •  protection (Stealth), and
  • the ability to deal damage at a low price tag (9 attack and 3 damage should not be scoffed at).

In my opinion, she is the best Soldier grunt for the points. Consider giving her Spotter to help your teammates even more.

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That’s it for the inexpensive ground troops. Next, Morrison looks at the Lieutenants, mid-range pieces that can help anchor a Soldier team. Be here!

Some Green Lanterns, while great enough to make most any GL team, weren’t quite great enough generally to be among the greatest GLs, period. Here’s Heroclixin’s list:

Salaak

He bears Telekinesis, Probability Control and the Brilliant Tactician-like SP “Brilliant Administrator,” and some late-dial Flurry for when he gets based and punched to circumvent his near-dial-long ESD. But 100 points is a lot for pure support, his DV is below average and he lacks keywords. He’s still highly playable, though, and is essential for large GLC builds.
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V Green Lantern (Collateral Damage)

The other 12-ranged GLC member is the 2nd fig I consider for GL tank duty. He’s just way too expensive for what he does nowadays (and doesn’t do, such as push well), but old-school Rayner is still an effective piece to tank up with Trick Shot.
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Guy Gardner (DC 75th Anniversary)

Inexpensive and hard-hitting, it’s hard to leave Guy off a GL team, much less this top 10 list. His lack of opening moving attack or damage reducers made it hard to rank him over more mobile, better-protected Corps members.
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Hal Jordan (Gravity Feed)


An absolutely dirt-cheap meat shield with a helpful SP for fliers, test pilot Hal is a welcome addition to help fill out GLC themes. His tweaked-to-near-perfection AE power is simply icing. Obviously, his stats aren’t Top Ten material, but he’ll get picked for many GL teams anyhow.
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and finally, Sinestro (Fast Forces)

I really wasn’t impressed with his dial at first, ruing the lack of Running Shot and soft opening defenses on the front end. But playing against him in action, I see that he’s quite fearsome in combat — 19 DV with Willpower can be unstoppable and Exploit Weakness is always scary. Haven’t lost to him yet, though, so he remains just an Honorable Mention.

That does it for this edition of Top Ten! Look for the next edition the week of the 27th. Monday, be here for the last of My Custom Mods!