During these quaran-times, I’ve been wanting to do more solo play in lieu of the online or in-person games that Corona World has demanded or denied, respectively. Games like this one fit the bill.

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Which band of X-Babies wins?

NEW MUTANTS…

Cannonball (X-Men Regenesis 017) 60

Cypher (X-Men Xavier’s School 021) 70

Karma (X-Men Xavier’s School 022) 40

Legion (X-Men Dark Phoenix Saga 036b) 75

Lila Cheney (WizKids M17-015) 25

Magik (X-Men Deep Cuts 007) 50

Magma (Wolverine and the X-Men 073) 77

Moonstar (X-Men Regenesis 104) 65

Sunspot (Wolverine and the X-Men 018) 76

Warlock (Wolverine and the X-Men 046) 164

Wolfsbane (WizKids M15-002) 64

= 766 points

…or GENERATION X

Artie (X-Men Xavier’s School 008) 25

Banshee (X-Men Xavier’s School 040) 75

Chamber (X-Men Xavier’s School 041) 70

Gateway (X-Men Xavier’s School 054) 50

Husk (X-Men Xavier’s School 009) 40

Jubilee (X-Men Xavier’s School 026) 50

Leech (X-Men Xavier’s School 024) 30

M (X-Men Xavier’s School 042) 90

Mondo (X-Men Xavier’s School 027) 70

Penance (X-Men Xavier’s School 028) 75

Skin (X-Men Xavier’s School 029) 50

Synch (X-Men Xavier’s School 011) 45

White Queen (X-Men Xavier’s School 059b) 100

= 770 points

The match was played on the Latveria map from Fantastic Four Cosmic Clash. Generation X mostly got carried by Gateway on the elevated portion, forcing the less-mobile New Mutants to come to them. But get to the younger class they did. And although the mid-’90s squad held its own, the upperclassmen had a decided lead until the late game, when the depleted Gen X roster took down like FOUR figs in a single turn to make a real fight of things. It came literally down to the last two standing.

By piece:

Cannonball (X-Men Regenesis 017) put in work to give his team a shot at busting up the Gen X formation over and over again — though ensuring his “Blast Off” was clear of friendlies was tough to do at first. Grade: Excellent

Cypher (X-Men Xavier’s School 021) was even more useless in this fight than the classic character himself, with no ability to fight down the stretch, no enemy Outwit to thwart (White Queen never landed on the power and M never had access to it) and my failure to use him as a shield for the others. When I tried to push him to his fighting clicks in the late game, he got spun to KO before taking a single action. Grade: Unsatisfactory

Karma (X-Men Xavier’s School 022) made a solitary mid-game Mind Control and a clutch TTPC later. Unremarkable otherwise. Grade: Needs Improvement

Legion (X-Men Dark Phoenix Saga 036b) underachieved because he kept landing on his click #7, one he can’t push from but is also better than his other option, being far better defensively with Impervious and Prob. He still got KO’d there thanks to clutch Gen X rolls. Grade: Needs Improvement

Lila Cheney (WizKids M17-015) was the all-important taxi to get the Mutants into the fight proper. She didn’t last beyond that because I ensured she didn’t for the Gen X cause. Grade: Satisfactory

Magik (X-Men Deep Cuts 007) was only on the team because she was an unplayed piece. I had the points to fit the Regenesis version onto the force for an equally good taxi but better attacker. This one’s Prob Control was OK while it lasted, though. Grade: Needs Improvement

Magma (Wolverine and the X-Men 073) posed enough of a threat to draw attacks from better figures, but she never works like I hope she will. Grade: Needs Improvement

Sunspot (Wolverine and the X-Men 018) took some time to get into the fight and did OK once there, KOing Banshee with one heavy object shot. Grade: Satisfactory

Warlock (Wolverine and the X-Men 046) never truly pulled his weight due to his early game Telekinesis potential being snuffed and his whole life in the late game. 160 points is a lot to pay for a Perplexer. Grade: Needs Improvement

Wolfsbane (WizKids M15-002) got superb rolls on her trait over and over, effectively always on her best click and dealing lots of damage — or soaking up same. Grade: Satisfactory

 

GENERATION X

Banshee (X-Men Xavier’s School 040) was used as mostly an additional taxi, a decision that left him out of the fight and with a Teacher’s Assessment of Needs Improvement

Chamber (X-Men Xavier’s School 041) existed as a threat but didn’t get deployed as such until deep in the mid-game. He forced a devil’s choice to push or get poisoned (and dealt some Poison indeed) at least but still Needs Improvement

Gateway (X-Men Xavier’s School 054) did his job as a taxi and Prob Control. Teacher Assessment: Satisfactory

Husk (X-Men Xavier’s School 009) performed well down the stretch with Plasticity and heavy armor like Invincible, keeping attacks from more important teammates. Clutch Regen made her last deep into the late game. Grade: Excellent

Jubilee (X-Men Xavier’s School 026) landed Generation X’s first big blow with mass Energy Explosion of half the whole New Mutants team. She was also the first KO of the game, sadly. Grade: Satisfactory

Leech (X-Men Xavier’s School 024) pulled his weight with his Lockdown trait keeping Warlock from using TK to deploy his friends. His Outwit came into play in the late game, though never able to weaponize it on multiple targets as designed. Grade: Satisfactory

M (X-Men Xavier’s School 042) never got to use Outwit due to the New Mutants lacking the power, but she sure went for Perplex every time Warlock used it. Monet was one of the last Gen X figs standing because she’s Miss Perfect. Grade: Excellent

Mondo (X-Men Xavier’s School 027) was able to go it alone with his hindering terrain warp skills and was able to weather some attacks. But a crit miss during a Gen X trait attack left him in fatal shape. Grade: Needs Improvement

Penance (X-Men Xavier’s School 028) was probably the key to Gen X’s success, lending needed Battle Fury at clutch moments and being very effective with the Gen X trait and her claws. Grade: Excellent

Skin (X-Men Xavier’s School 029) kept the Mutants from gaining much early opportunity to attack with his zoned Plasticity. And his late game Barrier probably led to the unlikely KO of Legion. Grade: Satisfactory

Synch (X-Men Xavier’s School 011) is a terrible representation of the character but he really works on this Gen X team, with so many powers to take and boost with Perplex in addition. Grade: Satisfactory

White Queen (X-Men Xavier’s School 059b) was the better headmaster by far than Banshee, beefing up the class with ranged Empower deep in the fight. But she never landed a single Leadership, ever. Grade: Satisfactory

 

The last two standing?

Artie (X-Men Xavier’s School 008), who surged in the late game with multiple clutch Mind Controls that helped lead to several KOs. One of the crappiest Heroclix figures of all (No. 2 Worst of 2018) became the hero of this team — but in the end he couldn’t claim victory, with only 1 damage against an Invulnerable opponent. Grade: Satisfactory

Moonstar (X-Men Regenesis 104) landed the first and last attacks of her team to claim victory for the original X-Babies, the NEW MUTANTS. Grade: Excellent

 

While in quarantine, I’ve taken a bit of time to play some solo matches to try out new figs. Here’s one such game at 400 points:

JUSTICE LEAGUE

Big Barda (Justice League Unlimited 056) 50

Dr. Fate (Justice League Unlimited 004) 65

Dr. Fate (Justice League Unlimited 004) 10 x 4

The Flash (Justice League Unlimited 102) 60

Hawkgirl (Justice League Unlimited 045) 60

Huntress (Justice League Unlimited 033) 40

The Question (Justice League Unlimited 031a) 40

Shazam! (Justice League Unlimited 014) 45

= 400 points

vs.

INJUSTICE LEAGUE

Amazo (Justice League Unlimited 012) 75

The Cheetah (Justice League Unlimited 016) 45

Copperhead (Justice League Unlimited 017) 40

The Joker (Justice League Unlimited 010) 50

+ Time Bombs On The Strip 20

Lex Luthor (Justice League Unlimited 066) 40

Sinestro (Justice League Unlimited 019) 75

Ultra-Humanite (Justice League Unlimited 062) 50

= 395 points. I opted not to play a Location, as I wanted the match to be even.

The heroes would have an overwhelming action advantage, with the +3 granted between starter Flash and the Fates. And with 11 on the starting force to the villains’ nine, initiative went to the Justice League, which opted to invade the hall of doom.

That would be the first TURNING POINT, because

  • Poor TK lanes prevented easy deployment of the JL. Still, the JLU got first blood…
  • Huntress EE’d Joker, forcing the 1st Joker bomb. But…
  • Flash failed his attacks and was open to Ultra-Humanite, who Mind Controlled him to leave him isolated and KO’d
  • Thanks to a bunch of Shape Changes, the Jokers started to swarm but couldn’t effectively Poison with the Dr. Fates flying away with Phasing/Teleport.

FINAL TURNING POINT

Amazo took Running Shot + Pulse Wave from Sinestro to not only hit the JLA but also to detonate Jokers for even more damage. Took down 70% of the heroes in two turns this way. Having Luthor cakes helped

———

What I learned:

  • Jokers are the truth. Pushing them to bomb is a good tactic.
  • Amazo is amazing. Mistakenly played him at 40 and he STILL practically ran table.
  • Flash was disappointing. IM:Characters is a weakness as it forces him to potentially overextend to use his SP.
  • Forgot Huntress’ dial switch, but didn’t matter vs. Poison.
  • Ultra-Humanite’s super MC is bananas.
  • The Question was the key to JLA — once he was gone, it was done.
  • But Barda was solid even at just 50 points. Ran afoul of Shape Change.