Welcome to a new installment of this regular Heroclixin’ feature that visually documents how characters with the Super Strength power can physically hold standard object tokens in the game. Today, we wrap up our look at figures in Superman and the Legion of Super-Heroes that can do so. The Super Rares start with Superboy [046]:

Not only does the Blue Boy Scout flip a jaunty salute, but the same hand makes for a great token grip.

Let’s look at Solomon Grundy [049]:

yeah, the hold’s not as nifty as you’d think. It just barely fits upright on the piece as shown.

The set’s power couple, Big Barda and Mister Miracle [053] have a better-than-decent hold:

 

And two towers of power — the berserker Validus [032]:

…who just barely balances a token on his shoulder, hand and head like so…

…and so does the sorcerer Mordru [056]:

That does it for the main set! On Tuesday, Heroclixin’ completes its Token Totin’ account of SLOSH with pix of the chase figs. Hope you’ll stop by!

A few weeks ago, I went with most of the regular players from the venue that I judge to attend one of the Realms Open Championship qualifiers in a neighboring state, mostly for fun and to prove to myself that I could play this game at a high level after all these years of playing almost entirely for F.U.N.

Turns out I made it to No. 7 out of nearly 50 players. Not bad. Here’s the team that got me a spot in the top 16 finals.

Lizard [Amazing Spider-Man] 88
Vixen [Streets of Gotham] 74 + Justice League: Generation Lost ATA 3
Alyosha Kraven [Amazing Spider-Man] 70
Beast Boy [DC 75th Anniversary ] 60
Cosmo [Galactic Guardians] 52
Catwoman [10th Anniversary ] 35
Flock of Bats [Batman 99c] 18
= 400 points.

The ROC Format, as it’s called, requires No Tactics force construction. That means

  • No special objects/relics
  • No resources
  • No feats
  • No Battlefield Conditions
  • No Bystanders

The only tactic still allowed is themed teams. It also bans multi-base figures larger than peanut bases. It’s an interesting format that nerfs some strong abilities — for example, it prevents certain characters whose SPs or traits bring in bystanders from using those effects. That was a big deal, as one of my key pieces has a bystander friend, Gulyadkin the Lion.

Although this is definitely a F.U.N. team, it’s built for combat for sure.

The Flock of Bats is filler, yes, but also an important tie-up piece and blocker, not to mention its Poison threat. Catwoman, too, is a Stealthy, Willpowered Weakness Exploiter who doesn’t take up much room on the team but can influence matters greatly. Cosmo adds TK for extra mobility and his Enhancement + Police TA for aid to the ranged attacker of the team. Beast Boy is a Hypersonic harasser with a few other tricks via a full complement of Morph candidates. Alyosha is, of course, the engine that makes the team go, even without his trusty lion. But it’s Vixen who’s the real initial threat of the team, with her ability to go HSS via Beast Boy or get TK’d for normal range shots — through Stealth, too, if the JL:GL ATA target is viable, and with Willpower [thanks, Catwoman]. While teams are dealing with her, Lizard remains unmolested and hard to kill.

ROUND ONE
vs. Shatterstar, Caped Crusader+flock of Bats 99a, Flock of Bats 99c, Madame Web

With a +7 on map roll, I won to choose Karnak, the “short-board” map from the Watchmen Crimebusters Fast Forces set. I’d heard of the Shatterstar+Flock+Caped Crusader alpha strike tech, so I was determined to shorten the distance to CC as much as possible.

Turning Point: CRITICAL MISUNDERSTANDING

It actually came almost immediately. On first turn, I moved only Catwoman into a patch of hindering terrain; I needed her alive to loan her powers to Vixen. But I dared not do ANYTHING else, knowing that ‘Star and bats and Bats were coming.

My opponent thought that move eliminated First Round Immunity for my whole team, not just Catwoman, and he warped in with Shatterstar to the back row where Catwoman had been with the grey Flock of Bats, then brought in Caped Crusader with the free action switch.

That’s when I told him he had no targets due to the real nature of First Round Immunity. Because the CC move was a free action, I let him take it back. But Shatterstar and the Flock he brought were there to stay — die, surrounded as they were by my whole team. The rest of the match held pretty firmly in my favor all the way to the end. 1-0.

Best Vixen move [because this is a thing I do when writing about this figure]: Using the Justice League: Generation Lost ATA to select Caped Crusader as her mark at the game’s start made the big-point Batman variant an easy KO from 8 range even when he thought he was hidden.

ROUND TWO

vs. Silver Centurion, Rescue [002], Tony Stark [IIM 015], Forge [WAXM]
Again, I selected Karnak, to get to the enemy start zone as soon as possible.

Turning Point: CRITICAL MISS

After I got first attack on round 2 thanks to an Alyosha-granted free move with Vixen followed by a ranged attack and subsequent TK yoyo, my opponent decided to do likewise. But he snaked his attack, and although he didn’t suffer any real harm — Forge could autoheal the crit damage and Rescue yanked him out of retaliation range — the fact that Vixen remained at full health rather than at death’s door kept me in the game all the way to the end, leading to Vixen’s Best Move:

Tantu Toteming Super Senses from Beast Boy and dodging the “last action” Torpedo attack that would have KOed her for the loss instead of me going…
2-0

ROUND THREE
Iron Pharaoh, Scarlet Witch [Chaos War] x3, Jinx [Teen Titans], Scarlet Witch [AvX].

This one was on the AvX Latveria map, as I lost the initiative roll. And ugh…though normally all this blocking terrain would be an advantage for my mostly melee team, Iron Pharaoh’s “Golden Falcon, Soaring” trait can’t be hidden from.

Turning point: CRITICAL MISPLAY
My only hope, I thought, was to bust enough of that double Barrier team to engage. I moved Alyosha Kraven, one of my 3 damage figs, far into the middle of the map with thoughts of Barrier-breaking ASAP. But that was a game-killing misplay, as I’d fatally underestimated the speed of the Falcon and its ability, with Iron Pharaoh being Perplexed by three SWitches to a 6 damage, to kill Kraven with one guaranteed-hit attack [thanks to those three SWitches, again] and thus killing my only hope of getting enough actions to do the Barrier-break. Best Vixen Move: None. Although she made to the Witch coven to make an attempt at a fight, my other terrible decision to Tantu Totem Willpower and not push her to her much-more survivable Combat Reflexes click made her an easy KO instead of a difficult one. You’d think I’d have learned to trust Super Senses a bit more after last round…
2-1

ROUND FOUR
vs. Brandon, one of my companions on the road trip, and his Mystical team of Dr. Strange [ 028], Shaman [IIM], Scarlet Witch [CW] and Astral Dr. Strange x 2 [and more on the sideline]

Back with map choice again, I once again went with Karnak, being once again faced with a “fight you from the back row” kind of team. [I really, really hate this trend in HeroClix.] This was complicated when Shaman killed my Flight skills, badly ruining my team’s mobility. It’d take the whole game to get the Flock of Bats to tie up the enemy. I had no way of getting up the stairs to attack with them being blocked with Barrier most of the time. .

Turning point: CRITICAL MIS-BARRIER
Early on, he built Barrier to block in Beast Boy to halt the Cheetah’s minor HSS threat. Trouble was, he needed Perplex to get the range to make the Barrier “airtight,” losing damage he’d needed to KO Kraven later in the round. Keeping Kraven — and his Animal Influence SP, once he Regenerated back to it — gave me just enough figs and actions to KO each of the Astrals and incap the Dr. long enough to get Shaman, too, for a slim margin of victory.

Best Vixen Move: For too long, I forgot her TK potential to maybe sling Lizard to the roof. But in the end, her use of HSS to KO Shaman was the best move of the game.

Final: 3-1 record was enough to get to the top 16 single elimination tournament. And if you read last week’s F.U.N. Fights, you know how that turned out.

Continuing this regular Heroclixin’ feature that visually documents how characters with the Super Strength power can physically hold standard object tokens in the game, Heroclixin’ now shows off the SLOSH Rares. Let’s start with Bizarro [Superman and the Legion of Super-Heroes 039]:

 

BIZARRO AM WEAKEST OF ALL!  HIM DROP OBJECT EASY LIKE YOU NOT SEE IN PICTURE BELOW!

New Genesis’ dog of war Orion [043] manages a hold:

 

It slips between his Astro-Force harness and his left leg.

He outdoes his birth father, Darkseid [044]:

Though lord of Apokolips, he only musters up a basic “lean on me” hold as shown.

That does it for the Rares. On Thursday, Heroclixin’ looks at the Super Rares of the set.

Tomorrow comes the Wednesday battle report on HeroClix games, F.U.N. Fights, with another account of a ROC team. Hope you’ll stop back by.

This series recounting how I added art to DC cards to make ‘em prettier continues. Here, we conclude Crisis with an innocuous-looking card:

CR_BF004_OrdinaryDay

This BFC was printed about a half-dozen times. The image from JSA vs. Kobra #5, in which the villain moves among unsuspecting civilians, was perfect.

As noted, Crisis is done. Coming up next are cards from a Secret Invasion. See it in seven.

A few weeks ago, I learned that most of the regular players from the venue that I judge at had decided en masse to attend one of the Realms Open Championship qualifiers in a neighboring state, resulting in a likely empty venue that weekend. So I decided to come along and enter the tournament for fun (since I’ll be part of the judging staff at said ROC event at DragonCon, I can’t really compete in the finals).

I also kinda wanted to prove to myself that I could play this game at a high level after all these years of playing almost entirely for F.U.N., but I didn’t really expect to go 3-1 in the first round to make the finals. Fortunately, I had brought a team anyway:

Saturn Girl [Superman and the Legion of Super-Heroes 202] 102
Cosmic Boy [Superman and the Legion of Super-Heroes 202] 70
Sun Boy [Superman] 79
Jubilee [Wolverine and the X-Men 047b] 33
+ Legion Lost ATA 16
=300 points.

 

ROUND ONE

I faced Brother Voodoo, Wonder Girl [Teen Titans 008] x 2 and 50-point Enchantress [Justice League].

I got map roll and chose one I brought, the Farm from Battle for Smallville, knowing it was full of hindering terrain and that I would pick Batman Ally with the Legion Lost ATA. That would force Brother Voodoo to base me to Mind Control any of my team and give it an extra layer of protection from being forced to enter the Wonder Girls’ kill zone.

Turning points

I immediately benefited from my opponent’s unfamiliarity with the map and his careless positioning that blocked his line of fire for Telekinesis. That gave me the chance to set up quite safely in a large patch of hindering terrain and he was forced to set up a bit outside my easy range.

I got a break when I rolled 6 with Cosmic Boy, allowing for a Turn 2 Running Shot Pulse Wave of almost his full team by Sun Boy, taking Bro V and Enchantress off their frightening opening Phasing and TK clicks and removing the initial threat of being Mind Controlled into the twin Wonder Girl killbox — especially when Cos was able to TK Sun Boy back to safety.

This forced the other team to close in if it were to have any hope of winning now, which played into my game. Despite losing Jubes, the Legion managed to wear out the enemy for a win.

ROUND TWO

Faced Iron Pharaoh, two Chaos War Scarlet Witches and Brother Voodoo + Heroes for Hire ATA. It was a team I had no answer for, as Pharaoh could hide in a corner behind perpetual Barriers while his Falcon Outwitted and shot me, Stealthy or not.

I tried using Mystics to discourage attacks, but taking 1 damage isn’t a thing when you can deal 5 every shot. It didn’t help when Cosmic Boy was one-shot after being Outwitted then knocked back into a wall with a doubles roll.

I then revised my initial strategy of rushing in as quickly as I could, instead splitting my team to prevent one from being Mind Controlled to hit another. But that didn’t work, either, as the enemy was able to isolate them. I did get a KO of a SWitch, thanks to Sun Boy getting hit to a Willpower + Pulse Wave click, but it was the only points in a futile, losing effort — especially when I forgot Brother Voodoo’s Poison SP and based him with the unarmored Saturn Girl. That left Jubilee utterly outmatched and, in short order, dead.

In retrospect, because my team was not built for speed and there would be no preventing at least one KO from the enemy team, perhaps I should have instead have chosen Suicide Squad with Legion Lost ATA and pushed them all to get as near as possible, trusting in the TA’s healing to keep the remaining members in fighting shape. Probably not enough for a win, but at least I’m not a fish in a barrel being fired at with a shotgun.

Still, despite the crushing loss, this team made it to a Top 8 finish, proving that yes, I can still play this game pretty well despite playing for F.U.N.

Next week: The team that got me to the finals in the first place.

Welcome to a new installment of this regular Heroclixin’ feature that visually documents how characters with the Super Strength power can physically hold standard object tokens in the game. Last time, we looked at the two common rarity figures in Superman and the Legion of Super-Heroes that can do so. On to the uncommons, beginning with Ultra Boy [018 and 204]:

Tokens lamely lean on his upraised fist, with only the stat window keeping the thing from rolling away off the table.

Little better is Blok [020]:

This hold — if you can call it such — was achieved by standing it upright under his armpit, then scooching it over onto his back so that the team symbol is visible like above. And there it will sort of sit without rolling off. Sometimes.

Things get much better with Kalibak [027]:

It fits perfectly between his chest and mace.

But nothing beats Colossal Boy [032]!

Nice!

Next Tuesday, Heroclixin’ starts in on the rares. Hopefully by a week from now we’ll have all the Super Rare token toters photographed, too. Tomorrow, check out part 2 of the Legion ROC team’s report.

 

A few weeks ago, I learned that most of the regular players from the venue that I judge at had decided en masse to attend one of the Realms Open Championship qualifiers in a neighboring state, resulting in a likely empty venue that weekend. So I decided to come along and enter the tournament for fun (since I’ll be part of the judging staff at said ROC event at DragonCon, I can’t really compete in the finals).

I also kinda wanted to prove to myself that I could play this game at a high level after all these years of playing almost entirely for F.U.N.

The ROC Format, as it’s called, requires No Tactics force construction. That means

  • No special objects/relics
  • No resources
  • No feats
  • No Battlefield Conditions
  • No Bystanders

The only tactic still allowed is themed teams. It also bans multi-base figures larger than peanut bases. It’s an interesting format that nerfs some strong abilities — for example, it prevents certain characters whose SPs or traits bring in bystanders from using those effects — and requires more care in team building than “Hey, I’ll make this team and give them all Hammers.”

Being a big Legion of Super-Heroes fan, I really wanted to use the team somehow. Here’s what I came up with:

Saturn Girl [Superman and the Legion of Super-Heroes 202] 102
Cosmic Boy [Superman and the Legion of Super-Heroes 202] 70
Sun Boy [Superman] 79
Jubilee [Wolverine and the X-Men 047b] 33
+ Legion Lost ATA 16
=300 points.

Unlike most F.U.N. teams, this force was built to win, with each piece serving its purpose.

  • Cos is the core of the team with his SP Leadership + Perplex SP. His TK + Willpower combo helps get all deployed as needed and his Speed SP offers a little bit of Toughness to his unarmored cohorts.
  • Sun Boy is the main attacker thanks to his Running Shot +Penetrating Blast /Pulse Wave combo granting him the flexibility to shoot from range, nuke Stealthed targets or get in adjacency. He can’t afford to miss, so Saturn Girl is there to use Probability Control. She’s also a potent backup attacker with the same 7 range and a better AV than Sun Boy (but lacking his moving skills) and an Outwit figure at need.
  • Jubilee, invited to the Legion by the “Welcome To The Legion” trait, was to act as either a 3rd-string attacker or as a tie-up piece if necessary. At 33 points, I didn’t care which.

The real linchpin of the team was that it qualifies for the Legion Lost ATA. This would give it the flexibility to adapt its team ability to whatever map or force it’d face.

  • Glass cannons? Mystics.
  • Range? Batman Ally.
  • Melee? Hypertime.
  • Or I could chain the team together for sharing AV (Batman Enemy), DV (Justice Society), Outwit (Superman Enemy), healing (Suicide Squad, Teen Titans), whatever.

And, of course, it’s still a F.U.N. team through and through. Friendly thanks to no really cheap tactics and the characters are all a bit squishy; Useful because of all the above skills it brings to the table; and Nifty because it’s Legion.

I tried the team out in a playtest match prior to the tournament against Cyclops [Avengers Vs. X-Men ], Dark Phoenix [10th Anniversary], Madame Web and Bat-Mite. It lost, but not convincingly; my opponent got some truly edge-of-the-bell-curve rolls on Web’s SP that not once but twice completely swung a contested game wholly in his favor.

Still, when I unexpectedly found myself in the top 16 (after using another F.U.N. force that I’ll write about in a future installment), I had to make a decision whether to go with this weak-looking team or to try another I thought might do better against the team I lost to in the first tournament.

But my companions persuaded me not to give up on my original force, and I’m glad I listened.

This article is starting to run a bit long, so I’m going to hold the actual battle report for Friday’s posting. Check it out!

Whoa, it’s been a while since the last installment of this regular Heroclixin’ feature that visually documents how characters with the Super Strength power can physically hold standard object tokens in the game. Heroclixin’ does this for a few reasons:

The game’s rules say that picked-up objects should be immediately placed someplace that indicates the object is being held and that the object occupies the square. Some players just leave the object under the figure, but that leads to confusion as to whether it’s being hidden on —especially by Stealth figs — or semi-legally hidden from the opponent, who may forget the character is armed with a object. Others put it on the character card, but that’s even sketchier for the same reason.

These are toys, and boys’ toys always come with weapons.

So the best option is to put it on the sculpt when possible.

OK, enough soapboxing. On with the pix! First up is the common Daxamite [005a] and his more colorful Prime variant, the heroic Mon-El [005b]:

Tokens fit easily under his cape as shown.

The other common rarity figure with Super Strength is Giganta [016]:

She holds tokens with her mighty thighs THAT WOULD CRUSH YOU LIKE BUG LITTLE MAN!

On Thursday, Heroclixin’ starts its look at the Uncommons of the set. Before that, tomorrow another long-gone regular feature returns: F.U.N. Fights, the Wednesday battle report on HeroClix games. Hope you’ll stop back by.

Wow, it’s been a long time since this series recounting how I added art to DC cards to make ‘em prettier saw an addition. There are two reasons:

The blog got sidetracked from this semi-regular feature by first a hiatus, then other special series including the usual looks back at the past year and the just-completed focus on the Legion.

But the bigger reason is that A) I never did a card art version of the next card in line and B) once I did, I lost the new one in a hard drive crash and C) have only recently reacquired the Photoshop software needed to redo said card art.

So yeah. It’s been a little bit of a journey to present:

highgravity

It was also really difficult to find art that illustrated the concept. (Actually, I did have the perfect image, but it was already spoken for by another card.) So this Barry Kitson art of a baddie falling [heh] victim to a character’s gravity power in the 2007 Legion of Super-Heroes [there’s that name again :) ] series was the next best thing.

Next week, look for the series back on its sorta regular schedule. :)

Tomorrow: The return of Token Totin’!