Read the introduction to the series here.
Month: January 2010
And now we begin looking at the DC Event Dials, starting with those pulled as the non-figure element in the Crisis set.
TURN THE DIAL: At the end of each round.
WHAT IT MEANS: This short dial will be done before you know it.
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SUSPICIOUS ALLY (Brown, slots A-C): At the beginning of your turn, choose a friendly character. The character is a wild card until the end of the turn. The character can use any other team ability it possesses, if any, but can use only one team ability this turn.
WHAT IT MEANS: Build in some offense-oriented team abilities on your team: Superman Ally, Avengers, Titans (natch) for your Suspicious Ally to copy.
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AMBUSH! (Red, slots C-D): When an attack roll is made, if the attack is unsuccessful but the result of the attack roll is doubles, give an action token to the target if it has zero or one action token.
WHAT IT MEANS: Willpower, Indomitable or Power Cosmic/Quintessence will defend against this condition, but it’s not going to break you if you don’t plan for this.
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BETRAYAL (Black, slots D-F): At the beginning of your turn, choose an opposing character. You can immediately give that character an action as a free action. For the duration of the action, the character is considered friendly to your force and opposing to your opponent’s force, and any of the character’s canceled powers return for the duration of the action. You can’t attack that character this turn.
WHAT IT MEANS: Whatever game plan you started with? It goes pear-shaped here when your opponent gets the effect of free Mind Control for an action. Keep your eyes open for unexpected openings.
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TITANS TOGETHER! (Green, slots F-G): At the beginning of your turn, roll a d6 for each friendly character that has one or two action tokens. On a result of 5 or 6, remove all tokens from the character. The character can be given action tokens this turn.
WHAT IT MEANS: A chance to press or recover whatever advantage was gained or lost during BETRAYAL. This effect will be in force at the endgame once the dial stops turning.
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SUMMING IT UP: This E-Dial is pretty low-key. It will reward a wildcard abuse team (minus the wildcards) and characters who ignore pushing damage, but beyond that it won’t punish the average team build.
Next time we’ll look at another dial that inspired this event dial series: Identity Crisis.
Building for the Event Dial [part 7]: PLANET HULK
E100 PLANET HULK
Read the introduction to the series here.
THE SETUP: When building their forces, each player can also choose characters with a combined point value of up to 200 points per 300 points of the game’s build total; no character chosen this way can have a point value more than 40 points. These characters are reinforcements. They remain outside the game until called upon by the Rebellion effect.
WHAT IT MEANS: This event dial absolutely must be built for in advance. It’s one of the reasons I wrote this series of articles!
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TURN THE DIAL: Immediately after the resolution of a critical hit, and at the end of any turn in which a character takes 4 or more damage as a result of a single action, and at the end of each round.
WHAT IT MEANS: Despite the length of this dial, it will move fairly quickly.
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EXILE (Black, slots A-F): When a character is 4 or more squares from all other friendly characters, modify its defense value by +1.
WHAT IT MEANS: Field advance tie-up pieces to base enemy snipers and prevent them from attacking your team, or use the bonus to be aggressive with your main attacker(s) if that’s your style of play. Consider taking extra advantage of this effect by combining it with the LONER feat if you’re not running a keyword theme. Keep in mind that the Rule of Three will come into play and possibly nullify the defense bonus if an affected character has, say, Combat Reflexes or Energy Shield/Deflection. You’ll want to avoid running characters with powers or Team Abilities that require adjacency such as Mastermind or Justice Society if you want to use this effect.
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OBEDIENCE DISK (Cyan, slots B-F): All characters’ Willpower are ignored. When a character uses a special power, give it an additional action token after the action resolved (the extra token deals pushing damage normally).
WHAT IT MEANS: Absolutely avoid using Special Powers like the plague…unless the character has the Indomitable ability, Power Cosmic/Quintessence, or some other means of avoiding pushing damage other than Willpower. Even in these cases, this effect prevents you from getting the usual extra round of actions, so it may be better to forget about using SPs entirely. Strongly consider going with some old-school non-SP’d pieces in this game!
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GLADIATOR (Red, slots C-J ): Any character that can’t use or doesn’t possess Blades/Claws/Fangs can be given a power action to use Blades/Claws/Fangs as a free action, but the maximum result of the roll to replace its damage value with this effect is 4. If damage dealt to or taken by a character is not otherwise reduced, roll a d6 when the character takes damage. On a result of 4-6, reduce the damage dealt by 2.
WHAT IT MEANS: A character with high attack value but low damage potential would be good for this.
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ANARCHY (orange, slots I-O): When making an attack roll, roll 3d6 and choose two dice to be the result of the roll.
WHAT IT MEANS: More attacks will succeed during this phase, so if you’ve been biding your time, this is the moment to strike! If you’re running a themed team, you may want to use your bonus Probability Control rolls now, especially given the next condition coming up immediately…
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REBELLION (yellow, slots J-X): At the beginning of each player’s turn, that player must choose a character from his or her Reinforcements and put it into his or her starting area. Once the character enters the game, it is considered part of the player’s force.
WHAT IT MEANS: Those extra 200 points of characters begin to enter the game and will remain until the end. If you’re running a themed team, your new Reinforcements have to match the keyword or they will break the theme when they enter and cause you to lose any unused bonus Probability Control rolls, so either A) build some or all of them into the theme or B) use up the PC rolls before adding the keyword-unfriendly pieces to the match. Also, build them to make an impact to the game. (I recommend Perplexers.)
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ALLEGIANCE (Blue, slots K-S): The first time (only) Allegiance shows in the slot, each player must choose a character to be the Leader of his or her force. Friendly characters adjacent to their Leader modify their defense values by +2. If the Leader of a force does not have an action token at the beginning of its controller’s turn, it must be given an action that turn.
WHAT IT MEANS: Because you gain a defense boost for adjacent allies, it might be prudent to build in a highly mobile Reinforcement piece to enter the game first to act as Leader. That way, it can immediately back up (and, perhaps, taxi out of harm’s way) wounded primary pieces.
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POSSESSED BY THE SPIKES (Green, slots N-T): Once during each player’s turn, one of his or her characters can be given a power action to use Mind Control as if its range value were 6.
WHAT IT MEANS: Pretty straightforward. No way to build for this; it adds an element of randomness to the late-game action.
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CHEMMING (Gray, slots T-X): When one of your characters has resolved an action, you can give the action token for the action to any friendly character that has zero action tokens and that is 8 or fewer squares away from your character and to which your character has a clear line of fire.
WHAT IT MEANS: This is Warbound-plus! The Indomitable (or Power Cosmic/Quintessence) character(s) you fielded for the OBEDIENCE DISK effect will pay off big here both as a giver or recipient of tokens. Willpower works, too, but you’re less able to plan for using it at this stage in the game. Also note that this is in force until the end of the game.
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ARMAGEDDON (Brown, slot X): At the beginning of each round, roll a d6. Deal all characters penetrating damage equal to half the result.
WHAT IT MEANS: Because this is a red-lined event dial, there’s no escaping this deadly effect. Regeneration might be helpful, but really, the best bet is to try to get as many KO points as you can before ARMAGEDDON does everyone in.
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SUMMING IT UP: This long event dial is a blast. Aside from the Reinforcements effect, it’s not too unfriendly to most any team build you can cobble together. You just have to make sure you have enough cheap pieces in your collection to act as Reinforcements.
Since we’re going in chronological order, the next installment will begin reviewing the first DC dials from the CRISIS set. Look for it soon!
Building for the Event Dial [part 6]: Time Bomb
E006 TIME BOMB
THE SETUP: Up to four time bombs can be played in this game. Beginning with the second player and continuing around the table, each player places one time bomb event dial in any square of clear or hindering terrain that is also 4 or more squares from all starting areas and other time bombs. If there is no square in which a time bomb can legally be placed, it can’t be played.
WHAT IT MEANS: This is the only dial so far that can be used in multiples, and, as such, is a tad more collectible than the rest.
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MORE SETUP: A square occupied by a Time Bomb is considered to be hindering terrain. A Time Bomb can’t be moved or destroyed.
WHAT IT MEANS: You can’t do this.
It also means more squares for Stealthy figs to hide on! But note that occupying does not equal adjacency, so this character would not be able to defuse the Bomb (or, weirdly, even be affected by its detonation).
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TURN THE DIAL: At the end of each turn, roll 2d6 and subtract from the result the number of other Time Bombs on the battlefield. Turn this Time Bomb if the result is 6 or more.
WHAT IT MEANS: The clock is ticking, but not at a predictable rate.
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EXTRA WIN CONDITIONS: 30 additional victory points for each Time Bomb defused to the team whose character defused it.
WHAT IT MEANS: It’s another way to win. But since you may well spend many more points trying to defuse Time Bombs, it may not be worth it. You decide.
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CAN’T SMASH…WHICH WIRE TO CUT? (red, slots A-H): A character adjacent to this Time Bomb can be given a power action to make a close combat attack roll. If the attack roll is 14, this Time Bomb is defused and removed from the game. If the result is 11-13 or 15-17, turn back this Time Bomb once.
WHAT IT MEANS: You may want to field pieces with mediocre Attack Values. This is because, statistically, 7 is the median roll and you’re aiming for an exact result of 14. These characters should be cheap and devoted solely to your “bomb squad.” Also note that even most failing rolls will help keep the Bomb from reaching the next condition, DETONATION!
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DETONATION! (yellow, slots D-H): At the beginning of each players turn, that player rolls a d6. On a result of 1 or 2, this Time Bomb immediately makes an attack using Pulse Wave as if it had an attack of 10, a range of 8, and a damage value of 3. after the attack is resolved, remove this Time Bomb from the game.
WHAT IT MEANS: You’ll still want to field a defuser or two. Although the latest HeroClix rules prevent adjacent characters from making ranged attacks, the Time Bomb is not a character and would thus still be able to Pulse Wave. In this worst-case-scenario, having at least one defuser there would minimize the damage to other characters (or at least only sacrifice itself if the only piece in range).
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SUMMING IT UP: Time Bomb is a simple, mostly unobtrusive event dial. More than any of the others, Time Bomb is like playing a Battlefield Condition.
That wraps up all the e-dials one could pull in Mutations and Monsters boosters. Next is the grandest one of all, the first Limited Edition dial: PLANET HULK! Be there!
Guardians of the Galaxy: Debrief Log
You said it, Quill. My total Guardians of the Globe win-loss record to date: 7-5, plus an extra in the win column for the theme played by my buddy Lenny against a fairly solid force.
As I like to do with campaigns like these, here’s a breakdown/review session of the pieces used.
Adam Warlock
Both a strength and a weakness for the team. He’s priced like a tentpole but powered like a support player and difficult to know how to use as a result. The best solution, for me, was to run him as support and one of the team’s few taxis until the mid- to late-game, when he could weigh in with his offense. Not sharing keywords with those who really could use his Perplex keeps him from being an effective Brilliant Tactician on this Guardians of the Galaxy theme, but he’s otherwise quite featable with Contingency Plan and Invigorate, either of which makes him excellent in that early supporting role. Recommended for only for builds over 500 for this theme.
Bug
He was largely inconsequential tie-up in most of the games I played with him. But his mobility (Leap/Climb to get in any position), defense (Super Senses with a 17 to loan to Star-Lord in particular), damage ability (Exploit Weakness makes him impossible to safely ignore) and surprise 4 range makes him worth every point. He’s filler, but he’s gooood filler. Like the cream in a Twinkie. Feat him with Lunge, if anything. Fine for any size GotG build, especially the keyword themed versions.
V Drax
Lacking the keyword and tentpole-heavy in points, Drax is only there for the comic accuracy and my desire to play a neat mod. The trouble with Drax is that he’s a damage magnet. Because he’s another piece that’s impossible to ignore (Charge, Exploit Weakness + Super Strength to start), opponents are going to concentrate a great deal of fire on him. He’s got to be run as a team player. If you throw him out there alone like you might other grounded bricks in his point range (or even those much cheaper), he’ll get murdered. Resist the temptation to push him off that first click to get his Outwit until you’ve got all enemy shooters tied up somehow…he has a lot of soft spots in his defense. In addition from cheap defensive feats like Protected and Alias, use Unstoppable and Cannonball to give him maximum flexibility when he does make his move. Only for larger builds.
Gamora
It’s quite a boon to the GotG that the Deadliest Woman in the Universe is a member. She’s just the fellow brawler that Drax needs to be most effective; while the enemy tries to collect Drax’s points, Gamora tears them to shreds. But again, that’s the challenge…using them together. For as good as Gamora is, she just can’t hold it down alone with her total lack of damage reduction. She NEEDS Protected. Play her in 300 and up. Too bad she doesn’t have the keyword.
Major Victory
10 range and 3 damage and Impervious on his first click is about the only thing worthy on this piece. Well, there’s some Leadership, too, but he’s maybe the third piece you’d reach for on this team for that power. Thus, he’s utterly unpushable. But if he does lose that bit of life, at least he’s got Energy Shield/Deflection to help. Another good thing about him? He has a 17 DV to loan to Star-Lord via the Defenders TA. But he might work even better with the Guardians of the Galaxy alternate team ability (ATA) feat, which makes that Impervious uncounterable. And Contingency Plan is a fine fit as well. He’s best saved for keyword-specific builds of any size.
V Mantis
As I wrote a few posts ago, Mantis was just lost points, mostly, only offering what the far cheaper, more synergistic Bug does much better (mobile tie-up and close combat). She can be brutal, true, and I’ll fit her on if I can (and I certainly will once we get a proper Groot in the game to make the team’s second incarnation) but she is the first dropped if room’s needed. She’s a bit more effective with Lunge, which she can use most of her dial.
(I don’t have her anymore, but Celestial Madonna, Mantis’s LE version, is actually a more comic-accurate piece for the team and a tad cheaper, if less outright effective a fighter.)
Moondragon
Like her dad, Drax, Moondragon is another piece that lacks the GotG keyword yet still belongs. 10-range Psychic Blast is what she’s about. Perplex on her 2nd click and TK mid-dial makes her very push-friendly. And then she turns into the Dragon of the Moon, with renewed powers and stats. A bit expensive (nearly twice the old Moondragon’s cost) but fine for the higher-point GotG teams despite lacking the keyword. No feats.
Rocket Raccoon
Leap/Climb-ing Probability Control and 17 DV with Super Senses make this critter indispensable for the theme. In between forcing rerolls and loaning his defense to fellow Defenders, his 8 range keeps him in the fight. Getting hit only turns him into an Running Shooting Outwitter. Excellent combination of secondary fighter and support piece. Lunge is the only feat to consider with him, if any. He belongs on all builds; the only reason to leave him off the team (he’s actually the only member to have stayed on active duty without interruption) is if you need more natural 3 damage.
Phyla-Vell
Top-loaded Perplex wouldn’t seem the best use of her high points, but that’s what Phyla’s good for, and it’s not as pathetic as it sounds. For example, since she’s one of the team’s main taxis, it’s good that she can boost the defense of her fare or herself during that round she’s not attacking…and being able to make herself a nigh-unhittable 20 DV at range (in hindering terrain) isn’t a bad way to pass the time. Moreover, she can still make herself useful when she’s got two tokens after using Power Cosmic to push for free (being the cheapest fig with the TA to date) and shoot someone for 3 or 4 (again thanks to Perplex) with her high 11 AV.
‘Course, all that paints a day-glo bull’s eye right on her chest (um…literally), so she needs Protected in case her high DV and Super Senses both fail and she would take 5 or more damage. But if she’s NOT taking 5 damage, just take the hit and and get Hypersonic Speed and thank your opponent with beatdowns two of every three turns. The new Elite Sniper feat is quite good on her as well. Do not ever use Guardians of the Galaxy ATA on her unless your plan is to push her to Hypersonic Speed with all haste.
Star-Lord
I’ve mentioned him needing defense help from his teammmates over and over, and it’s true. He’s very soft and very short-dialed for his near-100-point cost. And with Gamora and Phyla hogging the Protected feats, you might not have room for another. Compounding the problem is that Star-Lord’s Running Shot makes him a key attacker ahead of the bigger-pointed but stationary Adam Warlock and Phyla-Vell or the melee-oriented Drax and Gamora, especially on builds too small to accommodate Moondragon.
His SP “Galactic Marksman” is good enough to counterbalance ALL that.
It gives him the choice to boost his AV +2 against a single target or his damage +2 against two. And here’s where the seemingly wasted passive big-point support pieces show their worth; Adam’s or Phyla’s Perplex + Galactic Marksman allows Star-Lord to have his cake and eat it like a sugar-starved depressed fat kid. And suddenly this fragile, 9 AV piece is blasting for 4 clicks all over the place again and again (because he’s quite pushable). Basing him doesn’t help; he’s a Sharpshooter with Combat Reflexes. And hitting him may only knock him into Stealth (thanks, perhaps, to those Combat Reflexes and their little-used voluntary knockback feature) and Ranged Combat Expert for continued 4+ damage. Feat him with Contingency Plan and field him in any size build over 100.
I own, but didn’t play these:
R Aleta
(Supernova): Actual Telekinesis would double the team’s effectiveness. Barrier, too, could help the ground-pounders a lot. But she didn’t quite fit the theme I was going for, so I opted her out. Unless you’re trying to do the same, you should put her in every GotG keyword team you can over 100 points…she’s only 51 points!V Starhawk
(Supernova): Though he boasts an extreme 12 range and Running Shot to start, his opening AV is markedly inferior to the similarly-costed Phyla-Vell’s. But he, too, gains Hypersonic Speed mid-dial, and his attack numbers ramp up nicely. He’s probably a stronger piece with the Guardians of the Galaxy ATA or either Elite Sniper or Trick Shot. Save him for 400 and up if you’re going with the keyword theme.RE Vance Astro (Supernova): The Rookie is kinda junk with lowish DV and AV and damage despite the decent 8 range and Incapacitate. The Experienced adds considerable cost but gains two starting clicks of Invulnerability and 3 damage to make him the most durable and damaging of the three versions, actually. But the lack of the shield just makes him less fun, in my opinion. Stunning Blow is an OK feat to use, though I hate to add points to him. Save him for old-school GotG builds.
Yondu (Supernova):
Cheap Running Shot + 3 damage and Energy Explosion. Potential candidate for Elite Sniper, though adding nearly 40% to his cost for one click up front (’cause who knows if you’ll EVER see the two RCE clicks later) might not be the wisest investment. Fits with old- and new-school GotG but one of the last I tend to pick, frankly.So that wraps up my mini-campaign using this team I cared not a whit for only three scant months ago. Such is the nature of HeroClix’s ability to promote the properties it’s based upon. Though I intend to return immediately to the Event Dials series, I may be playing a Guardians-centric team in this weekend’s floor events, so this series may not be entirely over! Hope you’ll be here to see.