As I said Thursday, I’m part of the judge staff at Dragon*Con this year, and I might be called upon to play a bye round in the event of uneven pairings.

Here’s what I’d play in the 9 AM 600-point Modern Age tournament:

AQUAMAN & FAM

Aquaman (Superman) 156 + Flashpoint ATA 4
Aquaman (Justice League) 111
Aquaman (DC 75th Anniversary) 106
Aquaman (Brightest Day) 105
Ocean Master 65
Mera (Justice League) 51
= 598 points. F: It’s AQUAMAN. How beast could it be? U: Pretty tough, actually. Enough to threaten many teams at the cost and one that actually benefits a bit from certain characters taking the KO. N: Atlantis teams are one of my favorite things to play in this game, and it’s been too long since the last one.

__

There’s also the “Other Age” game at 500 points at the same 9 AM time. Here’s my team:

General RAAM 151
Dee Jay 75
Aragorn 75
Master Chief & Cortana 150
Lt. Hikaru Sulu 40
=491 points. I figure all the “other” ages ought to be represented on the team! Unfortunately, barring a last-moment ruling, the Star Trek Away Team won’t be allowed as it came too late to be included in the tournament rules setup. And I haven’t gotten mine yet, anyway.

A couple of weeks back, an unexpected team won it all at GenCon’s HeroClix World Championship: Scarlet Witch (Chaos War Fast Forces 006), Wasp (Chaos War 030) and Morgan Le Fay (Chaos War) with a fully loaded Infinity Gauntlet.

I was pretty pleased to have already bought one fairly cheaply off eBay about a week earlier.

A playable piece with fellow Avengers, she is, but I didn’t want to just run her with a standard team build or, worse, just ape the World Champ’s team (no matter how much I like that new Wasp figure).

Not Nifty enough. Without the “N” in F.U.N., you get something a little rude, at best. :)

But what to play? The answer came in a second piece I’d been wanting to try out: Crystal.

Also a redhead.

Add to that 227 points any of a number of similarly coiffed Black Widow pieces:

The 35-pointer Avengers movie version leaves the build just two points to much to fit a full 40-point Infinity Gauntlet. Sad.

Same problem with the 75-point The Covert Avenger from the starter version…two points over the max.

The 60-point Captain America Widow lacked the Avengers keyword and would smash the keyword theme to pieces. I was tempted to use her anyway due to Marvel Knights ATA to give Morgan Stealth.

That left the other movie Widow, the 50-point “Takedown” girl.

Morgan Le Fay (Chaos War) 122
Crystal (Chaos War) 105
Black Widow (Avengers Movie) 50
+ Iron Man Briefcase 12
+ Secret Avengers ATA 10
=299 points.

Not bad. It’s a bit more Friendly than the championship team, lacking the ultra-support and Mystics threat that Scarlet Witch offers but not sacrificing all Utility with a mobile attacker like Crystal to back up Morgan. Widow gives Morgan anti-Stealth shooting powers and functions well as tieup for her allies. Both Avengers loan the Outwit/Perplex-blunting Secret Avengers ATA, too. And Morgan can suPerplex either of her Avenger pals slaves.

And, of course, the fact that they’re all red-haired babes makes it Nifty enough for me to play.

How will it actually play, though? Gonna have to wait for a future Battle Report for that.

As I said Thursday, I’m part of the judge staff at Dragon*Con this year, and I might be called upon to play a bye round in the event of uneven pairings. Here’s what I’d play in the 6PM Avengers Vs. X-Men event:

AVENGERS

Giant-Man (Chaos War 200) 300
Wasp (Chaos War 030) 77
Wasp (Chaos War 016) 75
Wasp (Avengers 059) 37
= 489 points, plus possible replacement/Merge pieces Ant-Man (015), Hank Pym (014), Ant-Man (173) and Ant-Man and Wasp (053). It’s Friendly and full of Fellowship with the Hank-and-Janet theme; its Usefulness is in the Morph trait, as well as the sheer mountainous might of colossal Giant-Man; and he’s the Niftiest thing about this team.

X-MEN

Colossus/Wolverine 190
GX Archangel 99
Fast Forces Rogue 75
Armor 66
GX Angel 50
+ Iron Man briefcase 12
= 492 points, plus Split sideliners Colossus (Ultimates Rookie) and Wolverine (Web of Spider-Man  or Chaos War). Any team with Fastball isn’t unFriendly in the least, but it’s certainly Useful (as are Archangel and Rogue). This team is admittedly a bit short on my usual Neato factor, but for once I don’t care.

 

Well, not exactly “revenge.” It’s just another tournament for the colossal Thanos that I actually qualified for this time.

The same parameters applied: 500 points of elements from Chaos War, Galactic Guardians or Incredible Hulk only. And I still lacked the chaeese* figures of the day (Sentry and Void or Thanos 049), so I again opted for something strange…and stranger.

DRS. STRANGE AND STRANGER

Stranger (Galactic Guardians 043) 213
Dr. Strange (Galactic Guardians 028) 196 + Avengers Response Unit ATA 3
Dr. Strange (Galactic Guardians 206) 75
Astral Dr. Strange (Galactic Guardians 014b) 13
= 500 points, with 2x replacement Astral Dr. Strange (Galactic Guardians 014a).

ROUND ONE I again faced a bunch of Annihilators: the Fast Forces versions of Gladiator, Beta Ray Bill, Quasar and Ronan the Accuser, as played by returning player Ricky. And again, I won handily, losing only a single Astral.

ROUND TWO was against the dreaded Dr. Doom chase, Sharon Carter, Replica, Adam Warlock and the medic Donald Blake.  Tracy, one of the best players from back in the day, was unfamiliar with much of this just-pulled team. So despite triumphing over a Sentry/Void team, he fell to the multi-vector assault that was my team.

ROUND THREE was against Vic, another returned player who has come back with a vengeance. His team: Thanos 049, Scarlet Witch, AIM Renegade and Punisher 011. This was the other chaeese tentpole I was worried about; time to see how I’d hold up.

Vic’s team was viciously effective at the killbox technique. Punisher’s penetrating blast was Perplexed and Enhanced to a staggering 5, and Barrier made it impossible for Dr. Strange to interfere.

But I’d built this team to survive the dreaded Thanos killbox strategy and was well on my way to having a fighting chance of winning in an upset, because I’d landed on Stranger’s “pick any power” SP. So, picking Colossal Size and Hypersonic Speed, I tried to one-shot the AIM Renegade to stop any more Enhancement/Barrier/HYDRA hijinks.

But…

Yep, got all but stranded and was forced to base the Psychic Blasters to cut off that threat, at least.

Just like that, my underdog team’s fighting chance slipped to needing a miracle.

Thanos opted to attack the wide-open Stranger himself.

Whoa! There was my miracle! Thanos was pushed and on a soft click, and Stranger picked Poison and damaged all four foes for free.

Unfortunately, that was about the last true success I had in the game despite Dr. Strange managing to get Thanos to his 2nd-to-last click. Once the bigger Dr. Strange was gone, the lesser was stuck with no way to damage Thanos, except by critical hit. But neither did Vic want to chase me down, for fear of a potentially game-killing crit miss.

RECORD: 2-1, and the final match came a lot closer than I might’ve figured. Vic was sweatin’!

____

It’s off to Dragon*Con with Heroclixin’ for the next several days. Come and see me in the HeroClix corner of the gaming room if you’d like to meet me! Ask for Mr. Sampson. There’ll be tons of Battle Royales, qualifying tournaments, a Supremacy League board and the famous Quarter Table.

 

…beeeeyotttch!!!!

So Hank Pym (Chaos War 014) has this Nifty trait:

“MORPH: HANK PYM: Give Wasp a move or close combat action that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number.”

And he shares it with four other pieces in the set:

Ant-Man (Chaos War 015)
Wasp (Chaos War 016)
Ant-Man (Chaos War 173)
Giant-Man (Chaos War 200)

It’s a heftily Useful upgrade over the similarly named trait of Beast Boy (DC 75th Anniversary 014, 015, 016 and 055) in that it works via either a move action OR a close combat action. But with the recent rule that replacement characters have to stay on a KO click while on the sidelines, it’s harder to know which Pym to bring into the fight.

Let’s take an overview at the ever-changing mad scientist of the Avengers:

Hank Pym (Chaos War 014): With odd clicks of Outwit alternating with Perplex on even, and a SP granting a free Attack power when on an object, plainclothes Pym is the ultimate support piece sporting some surprise fight (though with minimal damage potential). Note that the Perplex clicks are paired with Willpower.

Ant-Man (Chaos War 015): Hank’s first super-ID flops between odd-numbered Stealthy Poison, Combat Reflexes and Exploit Weakness versus even-numbered Leap/Climbing Outwit with Super Senses — except that the first and last click lack the CR and EW. Problematic with his basement-low damage value and barely average DV. His best role might be shrinking a friend at the right time via his other trait.

Wasp (Chaos War 016) : Homage-to-Janet Van Dyne Henry here is the most traditional of the base set Pyms with top-loaded Running Shot and 3 damage with Leadership. Later clicks get the penetrating Incap treatment and some team support by granting pals EW.

These are the common Hanks. Then there are the two ultra-rare convention exclusives:

Ant-Man (Chaos War 173): Puck Pym is all about his high, high 20 DV. A full run of Incap gives him a little bit of offense, too, but only a little bit.


Giant-Man (Chaos War 200): Conversely, giant Pym is chiefly about fighting, with double-digit AV and 3+ damage most of his dial. He’s also loaded with armor powers.

_____

A lot depends on which Hank Pym one starts the game with. For example, a Wasp 016 player is likely to be relying on Running Shot and won’t be able to readily Morph as that Speed power is neither a move nor close combat action. Conversely, Giant-Man might benefit from Morphing to Wasp’s less-visible but still-17 Toughness click number 1 after smashing a foe with a heavy.

Therefore, the following list of “best” clicks to switch to is hardly exhaustive. (To do that, we’d have to go though each click of each Pym and detail the best choice for each likely situation. Which would make this F.U.N. article too long. Not doing it.) Instead, it’s just a rough guide on how to best size-change after taking the Morph-activating action, as the character will always have one or two tokens afterward.

ON CLICK 1:

First choiceAnt-Man (Chaos War 173). Stealthed 20 DV is best for weathering attacks.
Next bestWasp (Chaos War 016) or  Giant-Man (Chaos War 200) for 17 Toughness.
AvoidAnt-Man (Chaos War 015). Though the Stealth and Poison are tempting, his bare 17 DV may be a problem.

ON CLICK 2:

First choiceWasp (Chaos War 016) is the best-balanced pick regardless of whether he’s based (likely after the close combat action) or remote (likely after the move action option). But this click is possibly the most situational of the five, depending on whether you most need more support for your team (Hank’s Perplex, Wasp’s EW-lending, Ant-Man 015’s Outwit), personal survivability (either of the Ant-Men for Stealth) or offensive threat (Giant-Man).
Next best: n/a
Avoid: n/a

ON CLICK 3:

First choice: Either of the Ant-Men. The common gains Stealth and 18DV in melee, 17 at range with Poison and Exploit Weakness while the Unique is a Stealthy 18 (19 from range).
Next best: Giant-Man, with Charge, Quake and Invulnerability to be the toughest of the Pyms. Note that Charge works with Morph, so he can move to a more advantageous spot and push to the best choice for Click 4! (I’m thinking that Morph wouldn’t prevent the push since it’s part of the Charge action).
Avoid: Both Hank and Wasp are defensively soft. On the other hand, both offer passive powers that might benefit the team, so if you can protect them, they might be an OK choice.

ON CLICK 4:

First choice: Wasp. Again, he’s got the best blend of offense, defense and passive utility.
Next best: Giant-Man. Still Invulnerable, still Quake-ready. The more common Ant-Man gains 16-17 DV Super Senses and Outwit.
Avoid: Puck Ant-Man, whose DV finally slips to a decidedly average 17 and his AV to a mediocre 8. It’s all downhill from here, too.

ON CLICK 5:

First choice: Ant-Man 015. Though his base DV is just 15, it’s bolstered by Combat Reflexes, Stealth and Tiny Size. Offensively, he’s again Poisonous and Exploits Weaknesses.
Next best: Wasp. Though 16 DV Super Senses and 2 damage aren’t great, he’s got 9 AV and Perplex. Giant-Man’s poor 15 DV is balanced by not-so-poor 10 AV, 3 damage with Exploit Weakness and Charge. (Note that Exploit Weakness and Morph are not compatible — you have to pick one or the other!)
Avoid: Ant-Man 173, unless Stealth is absolutely needed to survive.

ON CLICK 6:

First choice: Ant-Man 015. His 15 Super Senses looks bad, but Tiny Size and hindering terrain bump it to a possible 17 from range. He’s also got Outwit back and 9 AV if fighting is needed.
Next best: Hank Pym, because while his 15 Willpower is the worst defense of the lot (barring the puck), he’s got Flurry and Perplex to shift matters in your potential favor.
Avoid: Ant-Man 173, unless Stealth is absolutely needed to survive.

ON CLICK 7:

First choice: Giant-Man or Wasp. Both sport 15 DV Willpower for a possible last-gasp attack next turn with 9 AV Quake or 8 AV Incap-plus, respectively.
Next best: Hank’s Outwit should be useful at this stage of matters, though it puts a Giant-Man-sized bull’s eye on his labcoated back. Ant-Man 015 can hide in the bushes (Stealth) and maybe Poison.
Avoid: Ant-Man 173 at all costs.

______

That’s it for this quick guide to Morphin’ the Mighty Avenger Henry Pym. Have F.U.N. Pympin like I might with this team in a week:

Yellowjacket (Secret Invasion 006a) 100
Hank Pym (Chaos War 014) 75
Ant-Man and Wasp (Chaos War 053) 168
Wasp (Avengers 059) 37
Wasp (Chaos War 030)
Ant-Man (Infinity Challenge 173) 43
+ replacements Wasp 016, Ant-Man 015
= 500 points

or, if my friend managed to pick a Con Exclusive for me:

Hank Pym (Chaos War 014) 75
Wasp (Chaos War 030) 77
Ant-Man (Infinity Challenge 173) 43
Giant-Man (Chaos War 200) 300
+ replacements Wasp 016, Ant-Man 015, Ant-Man and Wasp (Chaos War 053), Ant-Man (Chaos War 173)
=495 points. Could be Big Pympin’ time at Dragon*Con!

 

I was torn between a highlander-friendly all-Batman and Robin (and Alfred) team, a nearly full complement of Runaways, and a Red Hulk/Leader-led Intelligencia squad for a recent 400-point tourney. Because the last team had the most never-before-played pieces, I went with it:

Red Hulk (Incredible Hulk 028) 187
The Leader (Incredible Hulk  014) 100
Humanoid (Incredible Hulk  001) 40 x 3

= 398 points. No room for an Additional Team Ability of any kind. So how’d this team do in the potentially ultra-competitive Infinity Gauntlet event?

FIRST ROUND was against Charlie’s Justice Society: Shazam and Black Adam, Wonder Woman (DC 75th Anniversary 051), Mr. Terrific (DC 75th Anniversary) and Dr. Fate (WizKids D-002) on the event-required Collector’s ship map. I made two critical mistakes of such degree that it reminded me of the “FAIL scale” I came up for on my all-Alter-Ego game played last summer:

  • Ran a Humanoid out to tie up his team or draw fire. It worked too well, costing me those 40 points immediately due to my forgetting Wonder Woman’s Exploit Weakness. Moreover, said Humanoid lost the light object he’d been holding as well. FAIL level: 2
  • Leapt Red Hulk 11 squares to make his free attack, completely forgetting that he could only do so for 6 squares and still do it. This is with Leader fully able to TK the brute within the needed range. This landed him next to Shazadam holding a heavy, so I’d depend on Red Hulk’s Toughness to help him survive the possible preemptive strike. But I’d inadvertently jumped in range of Wonder Woman’s Charge, and she punched right through Rulk’s defenses with my own light object dropped a couple turns earlier. One failed Impervious roll against Shazadam’s 7 damage the next action and my heavy hitter was gone in two actions. FAIL level 3.

The rest was just clean-up. Got skunked (wiped out with 0 victory points).

SECOND round, CC brought the Infinity Watch: Gamora (Galactic Guardians), Mole Man (Galactic Guardians), Drax (Galactic Guardians 011) and Adam Warlock (Galactic Guardians 032). This time I was actually doing OK, getting Drax tied down with a Humanoid and knocking Moley off Outwit. But Red Hulk continued to miss attacks, and I made my FAIL level 2: Even though I remembered to use the Humanoid’s Poison, I totally overlooked Red Hulk’s far better version of the power. (The only reason this isn’t a level 3 is because the Poison wouldn’t have saved me. Only actually landing an attack would.) Got skunked again, not even taking out the very wounded Mole Man or last-click Gamora.

FINALLY, Paul W. joined me on the loser table to see who the biggest loser would be: his Metropolis team of Eradicator, Superman (Superman 001), Mercy Graves and Fast Forces Lex Luthor, or my thus-far (un)Intelligencia.

I managed to draw out his deadly All-Star Superman out to Outwit my Leader from 10 out, out of Leader’s retaliation range and with Eradicator ready to make a deadly Psychic Blast, too. But I jumped Red Hulk out to Outwit A.S.Supes (and Poison Lex) and a pair of Humanoids to tie up all Superman’s buddies with Plasticity. Meanwhile, with Leader free to Outwit again, the little bighead deactivated A.S.S’s Hypersonic and Indomitable, stranding the Kryptonian for Rulk to  push to L/C with a heavy and one-shot him.

It would’ve worked if not for a FAIL level 1 dice roll that, in retrospect, was actually a massive FAIL level 3.

See, before getting Poisoned, Lex Luthor managed to punch Rulk for 1 damage, knocking him to a 10 Speed instead of 11. In my mind, for some reason, I seemed to think that meant he could only L/C 5 squares to clobber Superman instead of the 6-square limit his SP actually calls for. So I pushed Leader to TK Rulk out to jump the 5 squares, landing a solid hit…that A.S.S. Theme Probability Controlled into a miss. That completely unnecessary TK left Leader unable to Theme Probability Control that miss into a hit.

FAIL level 3. BIG TIME.

A.S.S. proceeded to immediately crithit Rulk into his AE clicks and too far away to even maybe get into the fight later. And though I wasn’t skunked this time — I got Lex and his girl Mercy, at least — the game was essentially over with that.

____________

Piece-by-piece:

Red Hulk: His very light defenses on opening click blunt his effectiveness a lot. It cost me in EVERY SINGLE MATCH as he was far too easily damaged by heavy and light hitters alike. But some more aware play on my part would certainly have alleviated that some. You can’t totally stop dice fails. You can stop stupid moves.

___

The Leader: With Rulk failing miserably, he needed to be able to fight more. But with him either hurling big Red into the fray or support him with Outwit from the safety of hindering terrain, he never could provide the backup Rulk sorely needed. He’s no secondary attacker despite his solid AV.

___

Humanoids: Pulled a pair of regenerated ‘oids  in the first two games, resulting only in extra victory points. Too weak to be good cleanup (and lacking the object pool to make good use of their Super Strength beyond a single shot or so) and too slow to be great tieup, they’re a tad disappointing. On the other hand, they have that Strength, the Poison, the respawn ability (with the right Leader, of course) and the Willpower to make them a credible threat even as they tie down targets with Plasticity, and ALL of those qualities came into play. They just need more effective fighters for them to back up.

_____________

All in all, the Intelligencia was, well…the UNintelligencia in my game. Not even the ATA could’ve helped me here. But maybe it’ll help the team in the next Battle Report in a couple of weeks. (Next is the monthly scheduled Top Ten.)

A I wrote last Friday, I’ve been all about theme teams in HeroClix since I started in 2005. From attempting to run teams composed entirely of bug-people — Ant-Man, Spider-Man, Wasp, to name a few — to a “Bright Yellow Boots” squad of Unleashed Shazam, E Black Adam and Vet Power Man, it’s clear that “theme” has a broader meaning than just running a bunch of Scientist-keyworded fellows on a team. Case in point was the Luchador team I posted Friday.

Bane (DC 75th Anniversary) 140 + Secret Six ATA 3

Atom Smasher (Giants) 97 + Protected 8 + Not So Special 3

The Atom (DC 75th Anniversary) 50

Red Shift (Galactic Guardians) 106 

Juggernaut (Giant-Size X-Men) 193

= 600 points.

Each fit the Luchador archetype:

  • male
  • masked, with head fully covered
  • at least partially bare-armed

FIRST GAME was a loss to returning player Vic’s cosmic team of Lord Mar-Vell, Adam Warlock (Galactic Guardians 032), Red Shift and Rick Jones/Capt. Marvel. The Darkness BFC cut his range advantage on the Dawn of Time map and an early critmiss on Vic’s Hypersonic attack ceded the early momentum to me, but a round of total misses on my part in the mid-game coupled with Lord M’s dominance left the Luchadors in too deep to climb to victory. Lost Red Shift, Juggy and Atom while only taking Warlock and Red Shift.

SECOND GAME was versus occasional guest columnist Morrison, who made a surprise appearance (usually, this overachiever is too busy pursuing Eagle Scout status and earning early college credit to play with little plastic superheroes)! His Armor force of Iron Man (Secret Invasion and Supernova), Abner Jenkins, Doombot 5359 and Master Chief (Battle Rifle) was only made tougher by his choice of the Crater map. My Skyscrapers BFC was rendered utterly useless because it’s illegal on maps where the starting areas are on elevated terrain.

I made a decent fight of it, despite taking a fair amount of fire along the way, KOing both Iron Men and the ‘Bot. But my team was wiped completely.

FINAL GAME, I had the choice of facing the judge’s team of Frost Giants or a squad of Martial Artists. Of course the Lucha Libre vatos wanted to test the kickboxers! They were: Batman (Dark Knight Rises 201), Catwoman (Dark Knight Rises 203), Gamora (Galactic Guardians), Hawkeye (Avengers Movie 208), Diana Prince (Brave and the Bold 103) and The Question (Arkham Asylum) on the Graveyard.

Juggernaut again got pounded and sent running right off with a heavily boosted Legolas shot. I returned the favor with interest by one-shotting Batman with an Atom Smasher charge. From there, though, things went well south for me as Question began Outwitting (thanks to a FAIL level 3 on my part — I was playing the Resistance BFC and thoroughly neglected to use it!) and Legolas made multiple Super Senses rolls in between Sharpshooting first Juggernaut, then Bane and finally Atom Smasher into so many victory points. My only other KOs were Gamora and Hawkeye.

So the Luchadors went winless at 0-3. But they competed in every match. With a different strategy (and fewer mistakes) I might’ve come out on top anyway.

PIECE-BY-PIECE:

Bane (DC 75th Anniversary): I held this guy far too much in reserve due to his weak starting 16 DV with Toughness, instead waiting to Charge him in with a +2 Venom Pump to land on his Invulnerability 18 DV. The problem with this strat was that I needed his firepower sooner. Moreover, even a solid hit lands him on a long run of Outwit, which could’ve evened matters up for me a bit. Finally, if he goes down fighting early, he has a chance to use the Secret Six ATA to blow up an adjacent foe.

I never once remembered to use his Secret Six ATA. :(

Atom Smasher (Giants): Despite being a giant, somehow big Al here got a solid Charge and hit in every game. He also got hit back pretty solidly in every game, being a giant target, and that’s his weakness: his mid-dial sports the most mediocre stats imaginable on a piece of his 97 cost. The Not So Special feat is an absolute must in Golden Age games — it REALLY helped in these games — as is a fellow JSAer/wildcard to help his DV. Speaking of which…

The Atom (DC 75th Anniversary): The littlest luchador had the biggest impact. He serves as a much-needed DV sharer for Atom Smasher, a hard-t0-target meat shield for the bigger boys of the team, a tie-up piece and, not inconsequentially, a capable minor attacker to bat leadoff or cleanup as needed. My problem and regret with him is that too often he was the first gone and Atom Smasher was without his needed partner. But for 50 points, whaddaya expect?

Red Shift (Galactic Guardians): It seemed every game went like clockwork; he’d make  a HSS strike, would have to base a dangerous shooter to let the rest of the slow team advance, and take just enough damage to end up on his very soft ESD clicks. The extra mobility and range were quite welcome, though. And though he was a KO in each match, he gave the team a shot at victory every time.

Juggernaut (Giant-Size X-Men): Never truly was unstoppable in these games, as opponents invariably not only had little trouble hitting his 18 Impervious but seemed also to make it stick every time. I needed to use him and Bane as a total tag team, piling on foes together instead of Juggy trying so hard to get that first big hit in.

__________

0-3 record notwithstanding, I loved this team. I’d like to try it again sometime, this time using Bane more aggressively and remembering my much-needed features like BFCs and ATAs.

Long before keywords, I was all about theme teams in HeroClix. From attempting to run teams composed entirely of Black women back in 2006 to the Wall-to-Wall Alter Egos squads I tried last summer, it’s clear that “theme” has a broader meaning that just running a bunch of Martial Artist-keyworded fellows on a team. Case in point:

LOS LUCHADORS

To be a Luchador, the figure had to be:

  • male
  • masked, with head fully covered
  • at least partially bare-armed

Like these folks:

Bane (DC 75th Anniversary) 140

 


Atom Smasher (Giants) 97


The Atom (DC 75th Anniversary) 50

 

Red Shift (Galactic Guardians) 106 


Juggernaut (Giant-Size X-Men) 193

= 586 points of ready-for-Mexican-rumble-in-the-ring roughhousing. I’d add some brick-friendly feats and BFCs to help this low-range team:

  • Resistance (for the JSA members to share in Outwit protection)
  • Darkness (to cut down on enemy ranges)
  • Skyscrapers (to eliminate sniper perches)
  • Protected and Not So Special (both for my giant target, Atom Smasher)
  • Secret Six ATA (for Bane)

I ran this cool team in a 600-point Golden tournament last weekend. Check in on Wednesday’s Battle Report to see if they body-slammed foes — or got forced to tap out.

Ever since the Avengers movie, my longtime love for the Black Widow character has been freshly revived (even though Scarlet Johansson’s casting is my least favorite thing about the film. I’m so over it). So at first opportunity, I played a 400-point team composed soley of every single version of Black Widow in my collection:

Black Widow (Captain America 006) 85 + Thunderbolts ATA 8 + Inside Info 4

The Covert Avenger (Avengers Movie Starter 004) 75 + Lunge 5

Black Widow (Captain America 206) 60 + Nanoarmor 6

Black Widow  (Classics 2-08) 59 + Not So Special 3

Black Widow  (Avengers Movie 007) 50 + Vault 3 + Infiltrate 2

Black Widow (Avengers Movie 036) 35 + Lunge 5

And here’s how they wound up playing:

Black Widow (Captain America 006): The big gal of the crew, her Running Shot and 3 damage made her invaluable. I wasn’t scared to push her to get to Penetrating Psychic Blast, either. Being able to pick Mystics with Thunderbolts ATA — never run her without T-Bolts — served as a good deterrent against Hypersonic attackers like Supergirl. (Too bad I didn’t pick Mystics in the first round against Ms. Marvel.)

The Covert Avenger (Avengers Movie Starter 004): Really tried to make her defense-countering SP work, but the must-hit attacks failed. She did OK, but I feel like she should contribute more.

Black Widow (Captain America 206): This was a true linchpin of the team with her 2nd-click Perplex. This Widow also served well as a secondary sniper even with her paltry 4 range. Willpower helped.

Black Widow  (Classics 2-08): Mostly outclassed by more modern dials, the old Ultimates Widow still packs a mean punch with 3 damage and Willpower. Since she doesn’t have to front a team (in the sense of bringing anti-Stealth to the game), she can make some surprise shots.

Black Widow  (Avengers Movie 007) : Another who ignores enemy Stealth, though the 4 range makes that a fairly empty threat. I never got to use her Takedown power, either (chiefly due to her getting OHKO’d by a Blood Brother and thoroughly forgetting my Themed Team Probability Control to turn that improbable hit to a miss).

Black Widow (Avengers Movie 036): The littlest Widow sometimes made a big impact. From Lunging about (thanks, feats!) to using her SHIELD TA (with the 60-point Widow’s, too) to lengthen the swings of big Widow and Ult. Widow to just tying up enemies or blocking line of fire, she’s useful in a multitude of ways. And only 35 points!

So this little feature grew to be one of the toughest to do, each week. Part of the reason is because I really wanted to go into detail writing about each step of the match. But time just simply doesn’t allow for it.

Lack of time and opportunity also did a number on my actual clix playing for the first quarter or so of this year. As a consequence, I have a lot of unplayed pieces.  Lately, every game I play is dedicated to running as many of those unplayed ‘clix as I can stand, whether it’s a simple 200-point pickup game or a sealed Infinity Gauntlet tournament for a coveted Elder of the Universe figure.

As a result, this space on Wednesdays will be dedicated to mini-reviews of a newly played HeroClix piece from the week before rather than full-blown battle reports. To wit:

On last Saturday, I came into the venue ready to play a Nova Corps team (the week’s scenario being “Assemble!” —  700 points of a single faction) but saw that two others of the seven players also had Nova Corps. So, having come fresh from a 2nd viewing of “The Avengers” — yes, it was that good — I swiftly rebuilt a second team around the brand-new Free Comic Book Day Thor figure:

Thor (Avengers Movie #200) 150
Iron Man (Avengers Movie #006) 160
Hulk (Avengers Movie #202) 255
Black Widow (Avengers Movie #036) 35 
Captain America (Avengers Movie #204) 100
= 700 points,
unplayed pieces in boldface. No theme bonus, just movie-accurate awesomeness. It got pretty easily to the final match, where I was overmatched by an identically named team of comic-accurate Avengers: Thor and Cap from Hammer of Thor, Black Widow from Cap set, one of Galactic Guardians’ Hulks and Secret Invasion Iron Man. They took out Hulk in just three shots — WizKids really needs to implement my suggested fix to Outwit — providing the only margin of victory needed.

FCBD Thor: At the 150-point level, he made a great tag team running shooter with Iron Man, especially with his Pulse Wave option to get him in close if necessary. He seemed to take damage down to his late-dial Hypersonic Speed clicks a lot, to my opponents’ distress.

Iron Man 006: Performed well but lived by the skin of his teeth in every game. I should’ve considered pushing him to Outwit more often than I did. It might have made a big difference in the champ match I lost if I’d been able to nerf SI Iron Man’s powerful Extremis power.

Black Widow: She was key tieup in every single match except the one I lost, because she just couldn’t get to her mark. That role kept her from being used for her SHIELD team ability, though. I have to find the proper balance for that in the future.

Captain America: A bit torn between keeping him strictly on defense (the +1 DV trait to adjacent pals) and using that 11 AV right off. He also seemed to be a magnet for good enemy attack rolls. Fortunately, he never becomes useless and found a way to help the team to the end.

______

So, it’s a little less meaty than I’m used to writing. But it’s actually, y’know, done and published, so there’s that. Hopefully, I can keep this going!

Tomorrow, plan to see a normal-sized Token Totin’ entry.