Two practice games in, I still believed I was playing the Apokolips team incorrectly by advancing with Granny Goodness and company and by using Darkseid’s Outwit to soften targets.

So I ran this practice again one more time. I found the Supergirl piece on sale for just a few dollars and so added her in at last. She’s a lot stronger on this force than either the Lex Luthor or the Superman, with her being another Psychic Blasting anti-Stealth piece and, as such, a potent Superman Enemy user. I needed to run her, Barda and Granny as a ranged unit while I sacrifice Female Furies to activate Granny’s damage bonus for other Apokolips pieces. It’s how Chadd ran an earlier, Darkseid-free version of this squad and I now saw that Supergirl is the essential element.

———

“THIRD TIME IS CHARM?”

For this third game, I used the ROC Ziplines map. It’s almost perfect for Darkseid, as only the scattered solo squares of elevated terrain block his line of fire at all. It’s less perfect for the rest of Apokolips, as there’s a lengthwise river of water that stops walkers, so I was going to have to commit to one half or the other with the boot speed characters.

Apokolips went first, and Darkseid immediately KO’d the Accelerator, joined by Barda and Supergirl. A Parademon Scout carried Harriet and was followed by Lashina safely behind across the river while Granny and the rest of the Furies bided their time.

Authority TK’d Apollo out to HSS and hit Lashina, whom I’d thought safe. Much of the rest of the team holed up behind the elevated squares for cover and Eli built Barrier and used Chill In Your Bones on MOVE actions to hinder Darkseid’s phase-then-shoot maneuver.

Apokolips needed to keep Authority from gaining momentum — especially being unable to safely attack with Darkseid — so I tied up much of the team with Harriet, Lashina and a Scout. But they were KO’d and Elijah ended the turn using Barrier and Chilling POWER actions.

Normally, Granny Goodness’ SP boosts Female Furies’ damage when a Fury goes down. But the Barrier eliminated that threat.

Which meant Barrier had to go. Being able to ignore all but elevated terrain for range, an Enhanced Darkseid (using his phase-then-shoot SP to get around the inability to make POWER actions) got an angle on both Elijah Snow and Jenny, knocking the former off his Outwit/Perplex SP and her off Running Shot. Steppenwolf and Knockout respectively teleported and ziplined to tie up Engineer and Eli deep in enemy territory.

Mistake.

Engineer picked Plasticity, Poison and Outwit to ping Steppenwolf off his 19 Invincible, then Sidestepped out of Ambrose Chase’s way as he got two of his possible three RANGE attacks off. Then Engineer successfully evac’d Snow from the back row for possible healing and Invigoration near the main force.

Mistake.

With Eli pushed, and with Barda getting another Leadership/Enhancement roll to untoken Darkseid for ANOTHER phasing shot (sidestepping Eli’s penalty on RANGE this turn), it was simplicity to P/T then KO Eli easily, opening up the Running Shot from Supergirl to wound Apollo (Alias feat failed — and I forgot Super Senses). Jakita Wagner was also in a bit of trouble, tied up after a miss vs. Granny and losing health.

On Authority’s turn, Doctor tried for a Pulse Wave attack but failed.  All this carrying got a lot of Air tokens on Swift. So after getting Invigoration from Engineer, she picked up Midnighter to get in close to take on Darkseid & Co. while Jack Hawksmoor moved to back up Jakita.

Mistake.

After yet another Leadership from Barda on Darkseid, Supergirl used Superman Enemy to Outwit Swift’s Combat Reflexes and push and hit her with this SP:

SCATTER THE HUMAN RABBLE: Supergirl can use Super Strength and Quake. When Supergirl has two action tokens, she can use Quake as a free action.

and this trait:

DARKSEID’S ASSASSIN: When Supergirl hits with an attack, after actions resolve, give each hit character an action token. If one or more hit characters were unable to be given an action token, remove an action token from Supergirl…

So she hit for 3, tokened Swift to push her, then Quaked again for another 3 and KO in just one costed action.

Then Darkseid one-shot Midnighter (Alias feat failed).

Then Granny beat up Jack and Stompa double-Quaked him and Jakita, KOing her.

Then Barda used Running Shot to finish Jack off.

Four Authority/Planetarys down in ONE ROUND … Two from full health!

But all that drew fire from Doctor, who pushed to get a solo PW of Darkseid for three. Apollo, healed back to full, got an Enhanced Precision HSS shot to ping Supergirl (she got Impervious) followed by a harder shot from Jenny. Then Ambrose got a clutch breakaway from Knockout to Running Shot to elevated and shoot at six targets, KOing Granny and, most importantly, getting Barda off that Leadership SP.

And just like that, the momentum was solidly with the Authority, despite being down 5 figures.

I think I made my last mistake with Apokolips when I forgot Barda’s range after she lost her Running Shot. A hail mary range attack against Ambrose’s 20 could have yielded results. Supergirl’s HSS attack on Jenny was unsuccessful (Super Senses) and Apokolips never recovered, especially after Ambrose pushed next turn.

He, Apollo, Jenny, Engineer, Doctor and Drummer were all left standing.

LESSONS LEARNED

I need to respect the power of the Authority more. In this third game, even with the advantages to Apokolips and better play of the team on my part, the Authority completely reversed what should have been a game-shattering loss of force in that one round. The second match, I thought the game was completely lost in the early going but the team recovered. And in the first game, even I was a bit shocked how quickly the tide turned after Midnighter got shot.

Speaking of which, I have not figured how to keep that dude from getting alpha struck. I need him to be ready to make an alpha strike of his own sometime, but it seems that leaves him far too vulnerable. I think I need to completely rethink how I deploy him.

Despite all this, it was all academic: in between the first two playtests, Chadd messaged me saying he was thinking of not packing the Apokolips team after all, leaving me throwing up my hands, saying, “What am I doing all this for, then?”

Then he had a different team idea. So the series continues next week!

JLAVENGERS minimalist posters

Some years ago, I got these two posters and decided to build two then-Modern Age HeroClix teams to match — one for me to play and my friend Lenny, the other.

It was a monstrosity of a game, with the build totals topping 2000. Avengers took it because it was a themed team with JUST ENOUGH theme probs to make a crippling alpha strike miss while the Justice League — not quite themed due to the lack of the keyword on Hawkgirl — lacked the rerolls needed. Lenny never quite recovered.

Much later, I looked at the much-lower average point cost of these characters and wondered: How cheaply I could build both 12-person squads — and, this time, ensure that BOTH were themed?

The answer: 800 points.

EARTH’S MIGHTIEST HEROES: The Avengers

Vision [Avengers Defenders War 006] 50

Thor [Avengers Infinity 025] 100

Nick Fury [Avengers Age of Ultron] 45

Black Widow [Avengers Black Panther Illuminati 013a] 35

Captain America [Avengers Defenders War 011] 50

War Machine [Captain America: Civil War 004] 105

Falcon [WizKids M17-007] 50

Hulk [WizKids F18-001] 100

Captain Marvel [The Mighty Thor 036] 95

Hawkeye [Avengers Infinity 004] 50

Iron Man [Avengers Infinity 001] 60

Black Panther [Avengers Infinity 002] 60

=800 points

The Justice League: WORLD’S GREATEST HEROES

Green Lantern [Elseworlds 004] 55

Wonder Woman [DC Rebirth Fast Forces] @ 50

Green Arrow [WizKids D16-004] 85

The Flash [DC Rebirth Fast Forces] @ 50

Superman [Batman The Animated Series 036] 100

Cyborg [DC Rebirth Fast Forces] @ 50

Hawkgirl [Batman The Animated Series 073] @ 50

Batman [Batman The Animated Series 040] @ 60

Supergirl [Superman 010] @ 100

Aquaman [DC Rebirth Fast Forces] @ 50

Billy Batson [DC Rebirth ] @ 40

Martian Manhunter [DC 10th Anniversary] @ 100

= 790 points

I gave Lenny the choice of which team to play: He chose Justice League and won map, selecting Regenesis Month 2. due to water for Aquaman and plenty of wide spaces for shooters.

TURNING POINTS

From the get go, Len split his team, with an advance squad behind blocking and the rest closer to home. He didn’t anticipate War Machine’s range being Perplexed to 9 for first shot on Cyborg. From there, Len kinda wasted actions moving the advance squad back to the core.

But he got a great attack off with Green Arrow to likely cripple War Machine — one that backfired because of A) my TTPC and B) his advancing too far with GA out of range of HIS potential theme probbers. Especially when the final roll was a 2. OUCH!

In fact, although he likes to blame his poor dice and my less-untimely misses compared to my hits, his eventual loss was due as much to misplays galore.

  • He didn’t use Batman’s Batarang, due to the attack’s low damage. But a free attack is a free attack.
  • He overlooked Superman’s Justice League Unlimited trait and his Leadership the entire game.
  • Similarly, he overlooked the bonuses Wonder Woman and Aquaman give each other (though in fairness, the timing to use them is tricky).
  • What isn’t tricky is the FREE attack Aquaman gets when he’s dropped in water. I know Len sneered at the low damage, but…
  • He kept ignoring Thor’s Call The Lightning SPECIAL squares, giving me way too many free strikes at him.
  • He never used the Green Lantern TA to carry multiple figures — and completely overlooked his chance to give Green Arrow a chance at shooting after a carry.
  • And speaking of GA, he was so focused on that big attack on War Machine that he ignored the archer’s 3 targets to possibly split that damage around — and, later, to Trick Arrow into a mass Energy Explosion.
  • He took harder shots at higher defenses rather than considering attacking some lower DV targets — targets that I punished him with later.
  • He had to contend with Hawkgirl’s Occasional Weakness multiple times due to mistimed attacks, even when he had easy ability to lead with her.

I wasn’t without my own failings, though.

  • I left War Machine open to that shot, trusting too much in his Impervious.
  • I wandered Panther to elevated, forgetting Supergirl’s anti-Stealth Running Shot
  • I simply could not finish Hawkgirl, who eventually KO’d Hulk — even with the DV bonus
  • I completely forgot Panther’s FREE Charge after a KO and the mistake nearly swung the momentum against me

But here’s the kicker: After my win (with both Caps, Vision, Nick, Widow, Falcon, Hawkeye, and Iron Man left standing), we played a second, shorter game on the Ha-Ha-Hacienda (my choice). He opted to use the JL again. And he made the majority of the above mistakes AGAIN (though racking up a lot more KOs this time so only the Caps, Hawkeye, Widow, Vision and Panther remained).

He’s not really this bad a player. This was a case of a team — both these teams, really — playing more to my style as a player than his. Lenny likes powerful, high-damage strikes to establish a commanding lead and is incredibly frustrated when they don’t land. I’m a more technical player who doesn’t mind taking small shots at a time and using even my misses to my advantage, but I’m constantly challenged to score enough points down the stretch. And then there’s my tendency to snowball small fielder’s choice “errors” into full-blown losses.

Anyway, he’s been keeping score, apparently, between these big matches. Next is a fight between his Inhumans and my Guardians of the Galaxy — the latter being an old favorite theme that Lenny is largely responsible for introducing me to. The Inhumans have gotten a LOT of new juice lately, while GOTG has waned a bit. Heroclixin’ will report how that game goes whenever we get a chance to play it.

 

Heroclixin’ has written about The Authority a number of times, it being a whole team that was my collective No. 2 favorite of 2014. In 2017, it was joined by Planetary, and it got challenged to a potentially tough fight against a high-point Apokolips keyword team. So I opted to run a practice game — one that Apokolips lost.

I thought I needed to run this practice again because I accidentally forgot to actually put a certain figure in the Apokolips starting area, and I also remembered I had Superman, God of Strength to stand in for the 200-point Supergirl piece (removing the Lex Luthor). Finally, I wanted to see how the team would do on a less constricted map.

The ROC Sporting Arena fit the bill, with its only token attempts at hindering or elevated and no blocking terrain at all. Darkseid would see all.

This time I actually remembered to field the Kinetic Accelerator and Eleha’al Vine special objects to give the Authority some extra tactical options.

BUILDS:

Bernadeth [Harley Quinn and the Gotham Girls 040] 50

Knockout [Harley Quinn and the Gotham Girls 006] 50

Mad Harriet [Harley Quinn and the Gotham Girls 022] 50

Stompa [Harley Quinn and the Gotham Girls 007] 50

Lashina [Harley Quinn and the Gotham Girls 056] 75

Big Barda [Harley Quinn and the Gotham Girls 023a] 125

Granny Goodness [Harley Quinn and the Gotham Girls 046] 125

Steppenwolf [Superman/Wonder Woman 058] 135

Brimstone [Superman/Wonder Woman G003] 20

Superman, God of Strength [Harley Quinn and the Gotham Girls 061] 200 (standing in for the Supergirl I didn’t yet have)

Darkseid [Superman and the Legion of Super-Heroes 044] @ 350 (in place of the Darkseid I don’t own)

=1260 points

 

And here’s “Planetarauthority”

Ambrose Chase @ 90 + Force Field 10

Apollo @ 200 + Alias 3

Doctor @ 110 + Force Field 10

The Drummer 40

Elijah Snow @ 120 + Stunning Blow 10

Engineer @ 175 + Invigorate 10

Jack Hawksmoor + Lunge 5

Jakita Wagner 80 + Unstoppable 5

Jenny Sparks 125 + Contingency Plan 12

Midnighter @ 100 + Opportunist 10 + Infiltrate 2  

Swift 90 + Lunge 5

=1297 points.

 

TURNING POINTS

Despite my building some Barrier and blocking terrain with Elijah and Jack, respectively, to shield Midnighter waiting on the Accelerator, Darkseid was again able to get a first shot off on him thanks to Barda blasting a hole — and this time, Barda was able to properly Enhance the damage up for a one-shot kill (Alias feat failed).

Doctor got TK’d to do a mass Pulse Wave but Jakita and Apollo’s HSS tries at Darkseid flopped from TTPC and Jenny’s whiffed as well. Worse, Ambrose crit missed next turn on a push. Jakita got pounded to death’s door by Superman and pushed herself through said door on a thoroughly unsuccessful Flurry after. And a turn later, a pushed Apollo (double Outwitted by Darkseid then Superman Enemies) was spun right through his dial to KO.

It’s here that Granny Goodness did her once-per-game Boom Tube thing to isolate and destroy Jenny Sparks and Engineer.

TURNING POINTS

But again, that’s where it went wrong for Apokolips.

The Drummer had been left atop elevated near his starting area to see the Furies and nix some of their attempts to Superman Enemy Outwit stuff. Jack was also able to erect some blocking to hamper Lashina’s Plasticity zone. Most of all, Jenny lucked out when Superman, God of Strength missed an attack that would have crippled her.

Ambrose, having been evac’d by Swift, got healed by Engineer, and it finally clicked for me that he can use both targets for his RANGE Special, allowing him to potentially hit SIX foes instead of the three I’d been shooting at in earlier games. So that was a major Turning Point, as was my finally also remembering Eli’s “Chill In Your Bones” trait to hinder Apokolips’ POWER, then CLOSE, then RANGE actions. Both bought Engineer enough time to heal and Invigorate the remaining team, which then laid down enough attacks to finish Mad Harriet, Bernadeth, Darkseid, and Superman.

Steppenwolf, Stompa, Barda and Lashina were not nearly enough to deal with the resurgent Planetary/Authority. Engineer, Jenny, Jack, Ambrose, Swift, Elijah and Drummer were left standing — more than half on their opening clicks.

———

I believed I was playing the Apokolips team incorrectly. Each game, I’d thought advancing with Granny and co. would be the knockout lockdown move, and both times it simply led to her KO and the crumbling of her Furies.

Also, each time I decided to use Darkseid’s Outwit to soften targets, thinking he was safe at his 10 range through friendlies to do so. But his having to maneuver around blocking left him slightly open to retaliation both times and he’s paid for it dearly. More to the point, the actual Darkseid I’d be facing has no Outwit until very deep dial, so I shouldn’t be using it here.

And so I ran this practice again one more time. Check next week to see how that went.