Screen Shot 2023-01-29 at 11.51.24 AM

What, AGAIN? We just DID this not even two years ago lol

PART I

Change of Terrain

WizKids said: “this specific rules update began with a single question: How do we make standard objects matter again? Standard light and heavy objects have long been overshadowed by equipment.”

I mean, that’s YOUR fault, WizKids. But instead of just giving a small tweak to Super Strength — say, making it deal +1 damage with ANY object attack, like we suggested in 2021, or allowing it to generate NEW objects — WizKids is getting rid of objects altogether.

Upon first reveal, I said “I’m not sure if I hate it a lot or just a little.” And this old quote from Heroclixin’ is why:

“There was once a time you needed a whole chart to figure out:

  • who could hold any of FOUR different kinds of objects and
  • how FAR you could throw each and
  • how much damage each could do in close
  • or at range because it was different based on what the object was
  • and if it was thrown or not …
  • GAAHHHH.”

Now they wanna bring all that back, but as terrain markers now. Instead of the old flow chart, each terrain will have the stats printed right on them:

  • How far it can be thrown
  • How much damage it adds in close or range attacks
  • How much damage to destroy it
  • How much Giant Reach it gives you
  • Gaahhhh. (But in lower case)

The REAL upside? There’s a couple.

  1. It looks like Super Strength will work with terrain markers, such as being able to grab, say a square of Barrier and hit someone with it!
  2. They’re also bringing falling damage back to the game. Hopefully this is a nice middle ground and not a wholesale return of knock back damage which could get silly with there being a ton more knockback in the game in general.

That’s exciting. We’re here for it.

 

PART II

Map quest

Screen Shot 2023-01-29 at 11.54.33 AM

They’re shrinking the standard map size from 2×3 to 2×2 — AND changing the startup/setup rules. Quoted from the article [with my additions in brackets]:

  • After rolling for First Player, whoever wins the roll chooses between being the First or Second Player.
  • Second Player chooses the map.
  • First Player chooses which edge they’ll use as their starting area [this is only on the 2×2 maps for 1v1 games … older 2×3 ones still use the purple start zones, I think] and places their force and terrain markers; Second Player uses the opposite edge as their starting area, and places their force and terrain markers.
  • Once setup is complete, First Player begins their first turn and the game begins!

This is a bigger deal than the terrain. For ages, first player’s been picking map and going first — both pretty huge advantages, especially with Telekinesis and mega-taxi pieces. Now, with the smaller field and ability to orient the map multiple ways and the single-line starting area, plus the addition of all kinds of special terrain, this game may feel really new.

But the real meat is always the new PAC. The next part’s all about that and they’ve already teased a pretty substantial change:

the minimum range for any standard power or team ability that has one is being changed from 6 to 4.

So that means Mind Control, Force Blast, Smoke Cloud, Telekinesis, Barrier, Probability Control, Perplex and Outwit probably all get their range slashed. They also said some powers would get “tweaks to give them greater interactivity with terrain” — such as Super Strength.

We can’t wait!

So I guess this is a regular feature now: looking at how legacy cards might be a F.U.N. way to bring some old pieces back into Modern/Silver play or rework some old figs that never really worked right before (or don’t anymore due to rule changes).

Here’s the latest batch, from the first set of 2023, Batman Team-Up.

———

L001 Batman
(Batman, 2012)

bm001

THEN: At 200 points, he had a “Team Leader” trait that gave Batman Ally TA to cheaper allies who share ONE keyword of his choice (Batman Family, Gotham City, Justice League, Justice League International, Outsiders). He also had a 100-point line without that trait, starting with his “I Will Not Fail Gotham” SP that gave him +1AV when he had 1 token. The main thing that made him special in 2012 was his then-new Improved Movement. Overall, he was kinda cool but overcosted, even with his long 10- or 6-click but barely armored dial(s).

NOW: He’s slashed to half his original price, completely losing the Team Leader trait and all his IM but upgraded to Flight, so not really much of a loss, especially since the new trait gives his passenger Bat Ally for a turn. He also gets Senses and Willpower from another trait. And his old SP now gives Precision and Smoke Cloud, with a rider allowing him to jump from hindering to hindering for FREE. Speaking of hindering, he can now see through it. And he has 60- and 30-point start lines for budget play.

F.U.N.? This is a pretty solid and definitive Batman, even if the Flight ability is bit much in our opinion.

———

———

L011 Commissioner Gordon
(Batman The Animated Series, 2018)

BTAS-011_file_1587407793

THEN: At 35 points, he was offensively a weak Incap Leadership piece with a chance at double-tokening if he hit. More useful was his Barrier.

NOW: He swaps the Incrap for the MUCH more useful Telekinesis instead — especially with the FREE version for fellow Gotham City, Detective and Police keywords.

F.U.N.? This piece will help Police swarm teams a lot. But it has meta potential as well. One to watch.

———

———

L019 Crazy Jane
(World’s Finest, 2016)

wf019

THEN: She snuck onto my faves lists that year with her literally random dial. From 2016’s writeup: “She has a great support-style click with TK and Perplex (click 2) but it’s unlikely to get to it to actually intentionally use it. Likewise, her great melee tie-up click is buried at no. 4 and she has the exact same chance of landing on the range-centric Click 6 — and near death. Her starting click, for its part, is completely weak, emphasizing attack avoidance with almost no real attack ability.
The key to Crazy Jane is to go crazy with her. Roll her die (it’s optional) and use what you get. Push her with impunity; she resets to her original click anyway at turn’s end (again, optional). Each of her non-starting clicks have some aspect that can potentially boost teammates even when she’s double-tokened. And even if she gets KO’d, she’s a low 2d6 roll away from dodging death.”

NOW: She’s even MORE random than before, since her d6 is no longer optional. And she also has no resurrection ability like the original. But she’s cut down to just 50 points instead of 75. Or 40. Or 30. Or 20 or 10, all via a new trait to pick her cost. Instead of taking damage, she loses life tokens until KO. So at 50 points, she has to be hit 5 times to get KO’d. Or just once at 10 points.

F.U.N.? This looks really nifty — but the random factor keeps her from being busted. We like it.

———

———

L031a The Question
(Justice League Unlimited, 2020)

thequestion_file_1583443369

THEN: He was a 40-point die replacer; maybe the most balanced because he had to POWER to make his die, not starting the game with the d6 on his card. He also brought Outwit and could make his own Stealthy smoke to hide out. Finally, he had the Justice League Unlimited trait to have a 1/6 chance of taking a token off a fellow JLUer.

NOW: His die replacement gets a boost and a nerf at the same time. He no longer has to burn actions to get the d6, but must wait for the enemy to use Prob or Perplex or Outwit within 6 squares. That’s a nerf. But he no longer needs LOF to mess with the attack roll results. That’s a boost. Beyond that, he gets actual Smoke Cloud now (instead of the 1-square end-of-turn version from before) that he can also use FREE to drop in one square, usually his own. All for 10 points less!

F.U.N.? Good question. And he’s a good Question.

———

———

L029 Nightwing
(Crisis, 2008)

cr029

THEN: He had a Speed SP giving him Titans and Outsiders team abilities and symbols (instead of just, y’know, actually printing them alongside his natural Batman Ally. WizKids was weird about certain things) and a Defense SP granting Reflexes, ESD and Leap/Climb. Later he got a Flurry SP so he could have normal Leap/Climb. At the time we loved him because he was great for wild cards to copy two of his TAs, despite his slightly unwieldy 79 cost.

NOW: He no longer wastes SP space to temporarily get his dual memberships, instead gaining fight-ready Charge+Flurry+Leap/Climb. In defense, he gets Super Senses with the ESD and Reflexes. And his later SP boosts AV +1 if he’s on elevated terrain. Oh and he’s got traited CCE and Empower. All this for way LESS points: 50.

F.U.N.? He’s quite a bit more definitive but not overbearing.

———

———

L037a Riddler
(Superman and the Legion of Super-Heroes, 2014)

slosh037a

THEN: Though only 55 points, pretty much all he brought to the table was Perplex versus enemies. Well, without needing range or LOF, too, so that’s pretty OK.

NOW: He drops 10 points and gains normal Perplex that ignores LOF (but not range anymore). Perplexed foes get Puzzled tokens, which another trait counts to rack up Mission Points.

F.U.N.? Mission Point characters are always on the F.U.N. end and this is no exception.

———

———

L039 Joker
(Icons, 2005)

io039

THEN: Back when we looked at the legacy card for Lockjaw, we mentioned the LAMP strat. Joker here was often the Poisonous, Masterminding and Armor Piercing aspect of it. Even better: he had the Stealth and Outwit to REALLY make the combo work. Sure, it cost more than half your team (10 for Armor Piercing feat card — think Precision Strike but for damage only — 38 for Lockjaw, 107 for Joker) but this was a championship-worthy strategy.

NOW: He no longer needs the old feat card. He has a trait that does the same thing, with a second half that makes him heal when he lands a KO and use Poison even if he moved. Another trait keeps him from being multi targeted — making him immune to Energy Explosion, Mastermind’s hardest counter — and also gives him SAFEGUARD: Outwit, Mind Control and Poison

F.U.N.? He’s completely built to relight the LAMP in a modern game. Not sure how F.U.N. that’ll be, but we’ll see.

———

———

L042 Atrocitus
(DC 75th Anniversary, 2010)

an042

THEN: He had a trait that nerfed Impervious into Invulnerability, and Invulnerability into Toughness. Later in his Charge+Super Strength/BCF and Battle Fury-laden dial, he got a SP that allowed him to move 1 square after landing a hit (with the equivalent of IM:Characters) and free attack a different target. At 202 points, he left a lot to be desired.

NOW: Slashed to 125 points, his new traits A) turn off STOP clicks and healing on adjacent enemies; and B) give him Close Combat Expert and Prob. The SP now is a retaliation-style power. He also has a new 75-point starting line.

F.U.N.? Very thematic and WAY more playable. We look forward to raging out with this guy.

———

———

L051a The Chief
(World’s Finest, 2016)

wf051

THEN: He could give Sidestep a single ally within 6 and LOF. He could Mastermind to any friendly adjacent character of any cost. He could use Outwit and Perplex from keyword-sharing pals’ square IF they were within 6 squares — or, if he didn’t use Outwit, he could pick a keyword ally and give them  SAFEGUARD: Outwit. And like his Crazy Jane teammate, the Weird Resurrection trait could save him from KO. Not bad for 50 points back then.

NOW:  He’s a keyword cheater who can turn Celebrity, Soldier or Robot pieces into Doom Patrol keyword with the normally uncopyable Outsiders TA via trait. He can now POWER to move an adjacent Doom Patrol up to 5 squares … kinda like a friendly mind control. he can now Mastermind within 4 range and LOF … but only with keyword pals. Finally, he has Leadership that can grant SAFEGUARD:Outwit … IF a friendly uses Outsiders TA on themselves. Oh, and he now actually HAS Outsiders TA himself this time. No more Weird Resurrection, though. But for 40 points, can’t have everything.

F.U.N.? We don’t like the idea of non-Doom Patrol characters just getting to become a Doom Patrol team at the expense of the actual team. But for said actual team, I like it.

———

———

L051b Batman Beyond
(Justice League Unlimited, 2020)

batmanbeyond51_file_1584763721

THEN: He was loaded with stuff: a once-per-game semi-FREE/teleport, immunity to range when next to blocking, SP granting Precision Strike plus a choice of range and close attack powers; another SP with Leadership and a choice of a number of damage powers. His 125 and 75 point costs were a little unwieldy, though, and realistically some of those pick-a-power options were pointless. What’s never pointless: IT Hindering.

NOW: He loses a lot: The teleport, the super-stealth, the array of standard attack and damage powers he could pick. He also lost a lot of points, now weighing only 75 or 50. Instead, his Attack SP keeps Precision with a FREE attack against an Outwitted target. His other SP grants that Outwit regardless of LOF (note that range is still needed) if he’s in hindering terrain. Finally, defensively he gets traited Super Senses with +1 if he Outwitted the attacker last turn.

F.U.N.? He’s now MUCH more like the Terry McGinnis of the show proper.

———

———

L052a Hal Jordan and Sinestro
(War of Light, 2014)

wol052r

THEN: A full 300 points, this pair had the duo symbol — Duo Attack (POWER: Attack a single enemy, then attack a single enemy but -1 damage [Minimum 1]); a Speed SP with Running Shot + Duo Attack as RANGE but having to pick a different target from the first; and an Attack special to pick a power (but not the same two in a row).  At their lower 100-point price, they lost the duo symbol and both SPs, but both levels have a common trait granting Willpower and 66% chance of immunity to Outwit and Perplex.

NOW: In the wake of the duo symbol’s old — and overcomplicated — Split and Merge abilities, these legacies are doing something special in homage to it:

When Hal Jordan and Sinestro is KO’d by an attack, before removing them from the game, you may generate a character named Hal Jordan and/or a character named Sinestro from your Sideline on their last non-KO clicks, then heal them each 2 clicks. The total points of the generated characters must be equal to or less than Hal Jordan and Sinestro’s point value. If Hal Jordan and Sinestro is 75 points, only generate one of the two characters instead.

I like it. Meanwhile, their Speed SP gets upgraded to Hypersonic Speed plus an extra attack after resolutions, while their Attack SP now copies the standard printed attack and damage powers of adjacent pals — which could work VERY nicely given their new Green Lantern TA to carry 8 allies and their much, much cheaper 175 top price. They cost just 75 at their lower value and their Willpower-based trait is unchanged from before — except that it also works against enemy Prob.

F.U.N.? I never understood why they didn’t get the GL TA back then. For that alone, this seems like a F.U.N. fig. Time will tell if the upgrades are too competitive for our taste.

———

———

L052b Batman
(DC 75th Anniversary, 2010)

an052

THEN: This true “year one” 1930s Batman had a trait allowing him to FREE move around or next to elevated terrain — IF he didn’t have tokens. Not bad. He was also a Transporter (an old symbol giving Passenger:1 and a nerfed version of Hypersonic Speed) and sported the usual Gotham City and Detective keywords along with the more niche All-Star Squadron and Justice Society keywords. Finally, he ended with a SP “I Used Guns … Once” that gave him 8 range. At 80 points, though, he was a little pricey for little impact on a team or game.

NOW: While his “Rooftop To Rooftop” trait still requires zero tokens and being on elevated terrain, now he’s not limited on his destination. It also blocks LOF to him when he’s on the rim of elevated while he has Stealth on his dial. He upgrades to the Wing symbol, allowing him to carry a pal with him as the sculpt suggests — a slight nerf from Transporter — and Batman Ally TA along with his original JSA TA. A final downgrade: His guns SP is only 6 range now. But it also grants RCE, so he’s better able to hit and hurt his target. All not bad for a much more reasonable 50 points.

F.U.N.? This is a right well-done legacy that fills a nigh-unforgivable problem of the original (not having Batman Ally).

———

———

L058 Harley and Ivy
(Harley Quinn and the Gotham Girls, 2017)

hq058

THEN: These gals started with a Sidestep+Stealth SP and another that gave Incap, Smoke Cloud, and Poison (plus immunity to it) with a rider allowing FREE Incap to a target in their Smoke Cloud. They also had a later damage SP that boosted AV and damage against a solo target with action tokens. A Batman Enemy and wild card, they wrapped up their 125-point package with IM:Hindering.

NOW:  In return for shaving down to 75 points, they lost duo symbol along with Duo Attack. But upon KO, they can get replaced by a cheaper Harley or Ivy or combo of both. Their new Speed power is WAY more aggressive: Charge, Flurry, Stealth. The attack SP drops Incap entirely and offers a 2-square FREE Smoke option. It also spreads the SAFEGUARD: Poison around to all friendlies in their 6 range. That mid-dial SP now boosts attacks against multiple targets.

F.U.N.? Much better and straightforward piece. Can’t wait to try them!

———

———

L059 Lex Luthor & The Joker
(World’s Finest, 2016)

wf059

THEN: A 200-point duo fig, they had a Mastermind trait that granted the Underworld TA to friendlies 20 or higher. A Speed SP gave them double Sidestep (which unfortunately didn’t work with Underworld back then) and in the damage slot was SP Perplex and Outwit in addition to Superman Enemy TA Outwit. Finally, they couldn’t get Outwitted or their stats nerfed — and with 11 AV and 4 damage with Duo Attack, that was kinda OK. Their three-click 75-point line was focused on Poison and lacked the Speed SP (but still had Sidestep).

NOW: Trimmed down to 150 and 50 points, they lose the blanket immunity-to-Outwit/stat-nerfing trait (for a weaker SAFEGUARD:Outwit as long as no Superman Ally/Batman Ally enemies are in range+LOF) and the Outwit-plus SP (swapping it for one that has +/-2 Perplex and makes adjacent pals into Superman Enemies). Their old double Sidestep is gone, too; instead, when an adjacent pal non-free moves, they ride along and can attack afterward for free — and because it’s a placement and not carry, they can do a non-free action as well.  Finally, after getting KOed, this duo can be replaced by a cheaper Lex or Joker (or both, if you used the 150-point full dial) two clicks from KO.

F.U.N.? Clever reworking of the old duo abilities. We like it.

———

———

L060 World’s Finest
(World’s Finest, 2016)

wf060

THEN: They had three point costs: a big 300-point one which offered Colossal Stamina (but at 2 damage cost instead of 1), immunity to Outwit/stat-nerfing, and a free extra attack if they missed a non-Duo Attack attack. At 200, they lacked the Stamina trait, and the low 75 price didn’t get the bonus attack roll. All price points had a late dial DV SP of Combat Reflexes and Toughness and both the Bat and Superman TAs.

NOW: Like their archenemies above, upon KO this duo can be replaced by a cheaper combo of Batman or Superman (or just one if you used the 60-point dial) two clicks from KO. They lose the extra attack attempt trait for a much better FREE attack against a foe that made an attack or Outwit since last turn. And unless an enemy is more points, World’s Finest have a 50% chance of only taking 1 damage from hits. Finally, the DV SP is heavily upgraded to Invincible+Super Senses — the latter improving with their number of action tokens. That’s a lot better for a lot less points: 175, 125 and 60.

F.U.N.? The retaliation-style trait alone gives this piece competitive potential.

———

———

L096 Green Lantern
(Legacy, 2005)

lg096

THEN: With 10 range, RCE, 20 DV with Willpower, KC Alan Scott here was fearsome on those first two clicks — and difficult to knock off them, especially with him being a prime candidate for the old Trick Shot feat granting him Improved Targeting: Characters and Hindering. Basing him to stop him lighting up your force was tough, too, thanks to the Kingdom Come team ability (then functionally the same as today’s Hypertime TA). He also had TK, which was mostly useless on him because he was the main attacker and TK was for hurling main attackers out for fighting.

NOW: He gets slimmed down to 175 points but only makes gains: Traited Invincible and a choice of either BCF (that light sword is no longer for show) or Super Sense/2-square FREE Barrier. He also adds Justice Society TA and a ton of keywords to his original two generic Future and Politician ones: Armor, Gotham City, Green Lantern Corps, Herald, Justice League, Justice Society and Mystical. But in similar fashion to other Kingdom Come-themed figs, he has a lower price point that has a very different character and play style: At 20 points, he starts on his ending two Defend clicks with a trait giving him Leadership and the ability to use it or Defend or JSA TA up to his range and LOF. It also, once per turn, boost a friendly’s DV from +1 to +3 (based on a d6 roll).

F.U.N.? The low dial for sure. The top dial is just pricey enough that it’s not too unfriendly either.

———

BTU

Hi there: It’s our usual checklist. And possibly our last: The old files and templates were lost in the latest computer crash. Unsure if we can get the old programs used to build them back.

That’s the bad news. The good news is my work computer has the software so I was able to rebuild the templates there for now. And thanks to the crowdsourcing done on HCRealms, Clix Nexus and several Facebook clix groups, we think we have the complete info for this set.

Downloadable PDF below contains two checklists apiece: one with the main set and miniature game and the other a list of the team-up cards, mystery cards, the ring equipments and constructs. It’s a lot to collect; keep track with this checklist.

BatmanTeamUp

 

black watcher

2022 has been much more normal than either 2020 or 2021 were.

But with actual map time at a premium in 2021, there was one fig that could’ve made 2021’s favorite list but didn’t stand out immediately until it got play this past year — potential “late bloomer” faves.

So I introduce this year’s list with an addition to last year’s, again asking “Is this figure Fair, Useful and Nerdcore?” and “When I see this figure, do I immediately wish I had a team to fit it on?”

——

Omega (House of X 056)

200 points

hx065

What’s Fair: With the nerfing of Pulse Wave since spring 2021, ultimate Karima here is a lot less scary than she was upon her January 2021 release. And 200 points is like your whole team.

What’s Useful: But her potential 20 clicks of life tho. And Cosmic Energy. Not a truly bad click on her dial — and she can boost her stats on the few that are borderline.

What’s Nerdcore: Heroclixin’ board member Chadd knows how much I like Sentinels.

Folks think Nimrod is the baddest Sentinel, but it’s really her.

Omega smirks

——————

OK. On to the actual list, which is somewhat more than the usual top 10 but fewer than the 20 I picked for 2020.

Alphabetical order.

——————

Blue Marvel (Avengers Forever 031)

150 points / 50 points

av4e031

He’s Fair: Though he’s a Hypersonic Speeder at full, his value is pretty modest. He’s gonna put himself at some risk to extend across the board. And his traited PW doesn’t work with HSS.

And Useful: But TRAITED PW THO. And also Force Blast, which means he can pinball a whole squad through their defenses and ruin formations. He’s also difficult to snipe, as he heals from any range attacks on his person (hit or miss) and has a pair of STOPs. He’s Cosmic Energized, gets some Outwit down dial (or to start when at 50 points) and

How He’s Nerdcore:  He’s a member of the Ultimates with Black Panther, America Chavez, Captain Marvel and Monica Rambeau. Can FINALLY play the squad again.

Back in 2015, WK made a first pass at this character which ranked as one of the worst of that year and HAS NOT AGED WELL. This version stands as an apology for that one. And it is heartily accepted. If I were ranking this year, he’d be likely in the top five.

———

Captain America (Disney Plus 056)

125 points / 75 points / 50 points

msdp056

Is he Fair? Maybe on his lower dials, which lack the big damage and armor of the top. Otherwise, this figure is way OP for the character. If I were still doing pure F.U.N. factor ratings, he wouldn’t make it. This is a meta piece (if a lower-tier one, due to his unwieldy cost and so-so speed value while HyperSpeedy.)

But Very Useful: As I said, he’s OP for the character. Stealthy and anti-Stealthy (thanks to Avengers Initiative). 19 DV Invincible  plus the Energy Shield/Deflection from his no-cost Cap’s shield equipment. A HUGE 12 AV 4 damage first click — 13/5 in close! — and Defend+Toughness he can share with his pals. But of course what puts him over the top is his ability to drag a target he punched along with him:

YOU JUST EARNED THIS WHOOPIN’: Force Blast, Hypersonic Speed, Stealth. When Captain America uses Hypersonic Speed and hits with a close attack, after resolutions he may place a hit character adjacent to himself, then use Force Blast as FREE.

Add to that his Willpower and ability to generate a Redwing drone for an extra HSS Precision attack or Outwit — or both — and you see why he makes the meta list.

How He’s Nerdcore For Me: I first saw this piece about 7 months before release and bought it almost as soon as I could. No regrets. He’s now a fixture on my competitive Cookout team of all-Black characters. And he led that team to a win in WizKids’ World Championship — a bucket-list item for me! (And something I need to write about here.)

———

Captain Carter (Disney Plus 041a)

95 points

 

msdp041a

Britain’s Fairest: She’s not nearly as busted as the prime variant, so she’s not going to make opponents quake after they notice she lacks the green ring. At 100 points (because you WILL play her with the shield), she’s a lot of a team and outdone by a lot of smaller pieces.

A Usefully Stiff Upper Lip: She really is good for smaller pieces, though, not only Defend-ing them via trait, but boosting the DV of friends NOT next to her if they’re within her 6 range. Speaking of which, she can punch or Quake at that 6 range (via SP Giant Reach:6) and knock back in any direction.

Nerdcore: A breakout star of the What If cartoon. She’s a nicely straightforward piece I didn’t expect to like so much.

———

Falcon (Avengers Forever 006)

50 points

av4e006

Fair Flight: At just 50 points, this Charge piece isn’t frightening anyone, not even if playing with his team up card to get free attacks if a Captain America hit.

Useful in the Skies: But Improved Movement: Characters means he’s rarely getting tied up, giving his 50% Super Senses trait vs. range more of a chance. He mid-dials to Running Shot with Perplex and ends with a bit of Willpower+CCE.

How He’s Nerdcore For Me: In a year with Sam Wilson as the scale-tipping Disney Plus Cap America seen above (not to mention the SR Falcon from the same set), this one would seem a letdown. And yet, it’s this perfectly F.U.N. fig I’m always considering for teams when I need a more pure Falcon to run.

———

Hulk (Avengers Forever 045)

200 points

av4e045

Hulk Fair! Giants are big ol’ targets, and Hulk here is no exception. He’s also 200 points and still not quite the total tentpole needed at that cost, especially without constant Outwit protection.

Hulk Useful! But Gamma Clap, though! It’s almost the perfect power for such a big target. It’s so good for friends, too, since it triggers when adjacent friendlies are targets. He also gets a few STOPs that do give him Safeguard:Outwit on those clicks. It’s a great balance that keeps him viable without the extra cost (and unF.U.N.ness) of being completely immune to the black damage power.

Puny Nerdcore!: Across the two decades of HeroClix, Hulk has rarely gotten definitive versions. This is one of them.

HULK CLAP

———

Isca the Unbeaten (X-Men: X of Swords 031b)

45 points

xmxs031b

Fair? Kinda, For Someone Who Can’t Lose: Despite being a prime, she’s a Charge piece. Not scary on the outset and, being a Rally figure, it takes some time for her to ramp up.

Useful? Yeah. Her Mutant Power Is Inability To Lose: But when she does, though. Rally on any 4 means she could get them pretty fast, and then use them on her attacks, give herself critical hits, or make attackers miss her. She’s also got Invincible, Precision, Exploit and, later, Steal Energy and Empower. She’s a wild card and has a STOP click with +1 Super Senses if there’s a 4 in the attack. Finally, she’s a Sword Bearer, so for 5 points extra she can wield one of the Sword Equipments to give more ways to win. I prefer her story-accurate sword, Mercy (either version), which allow you, the player, to either reroll an attack on her or her attacks, respectively.

She’s So Nerdcore I Can’t Lose Playing Her: So none of the four (!) versions of her actually really represent her inability to lose. But man do I have F.U.N. trolling over it — whether I’m winning or losing. And as of this writing, I have not yet lost a game with her on the team.

Isca lounging

———

Kurse (War of the Realms 035)

60 points

wotr035

She’s Fair: A 3-damage melee piece, even with Sidestep and a bit of Giant Reach, isn’t that rude to see.

She’s Useful: But she’s not that polite. Difficult to hurt from range, courtesy of an unOutwittable SP, she’s also smart and bears Outwit and Sidestep. So she can ‘Step around a corner, counter a defense and then Charge in with that Giant Reach. Later she gets Flurry, Steal Energy and Close Combat Expert. All for just 60 points!

How She’s Nerdcore For Me: I was surprised to learn this Kurse is a chick! That only makes her cooler in my book.

———

Mindful One (Avengers Forever 030)

40 points / 25 points

av4e030

Fair-Minded: Super Strength is not good. And Charge figures die. So despite his Mystics TA, Mindful One alone isn’t going to be super-unF.U.N. to deal with.

Of A Mind To Be Useful: But he’s never alone, is he? At 40 points, he’s an 18 Defend piece who gives the Defended Mystics TA (not at 25 points, though). He spawns Mindless Ones with Rally dice (on friendly 1 rolls). And he’s a rare medic who can fight, either Charging in or shooting from 4 out.

How He’s Nerdcore For Me: I originally just wanted to team him with old Mindless Ones for mindless goodness. But actually fielding him won him this spot among the year’s best favorites.

———

Miss America (Avengers Forever 050)

50 points

av4e050

Young and Fair: Her 8 Hypersonic Speed is not much, and her best use of it doesn’t pair well with TK, the usual power combo. So Miss America isn’t an unfriendly sight to see.

Avenger Useful: She’s one of the only HSS figs able to take friends along, making her a great taxi — one who can attack on the way! Or, after the melee has begun, she can evacuate pals with HSS’s second move (though not far, thanks to her low-ish 8 Speed). She also brings Empower and later CCE to do her own punching.

Nerdcore: The original America was one of my all-time favorite clix pieces, but this one overshadows her in a number of ways. I can’t say I like this year’s model better, but I really really like it and honestly don’t know when I’ll reach for the 2017 version over it. But in any case, she’s a member of the Ultimates with Black Panther, America Chavez, Captain Marvel and Blue Marvel AND on the Young Avengers. She’s a fixture on both teams for me.

AmericaChavez

———

Miss Minutes (Disney Plus 029)

35 points

msdp029

“Time’s Up!”

Fair Timeline : No Incap piece is anything to be worried about.

Useful Timeline: But she’s a decent one, with 12 AV and 2 targets. She also brings Prob Control to the force, with the ability to “teleport” next to blocking terrain in her 6 range. She’s also a potential Mission Point threat if the other force has multiples of a same-named character in range+LOF.

Nerdcore Time: Taylor, there’s finally an Incap piece I love. This shady little robot AI just tickles me that she exists in clix.

———

Storm (X-Men: X of Swords 001)

45 points

xmxs001

Fair Weather:  For best results, she often has to put herself a bit in harm’s way. Still, with no moving attack, this Storm is not going to wreck anyone’s team with damage.

Uncannily Useful: But she’ll wreck formations with ease, being able to move and FREE Force Blast in any direction. She’s also Stealthy and Perplexing. And she’s a Sword Bearer, so +5 points can make her a Blades piece.

Nerdcore: Representing Storm stealing the sacred sword Skybreaker from Wakanda, this is an interesting take on the character. Not the perfect Storm we’ve still not gotten in clix — I want one who can make whole hurricanes — but more than OK.

———

Valkyrie (War of the Realms 042)

70 points

wotr042

Fair (not really a) Maiden: Very few Charge pieces should ever be a terror — not unless they have the full-Speed variety of the power — and Val here doesn’t. She’s also a pricey BCF figure, and weak to Exploit Weakness in particular.

Valhalla-level Useful: Where she shines is in damage reduction. She can weather penetrating damage from non-adjacent foes (that includes EW blows from Giant Reach!) and reduce +1 damage from adjacent ones (though not the aforementioned EW or other penetrating attack from them). But maybe she doesn’t mind fighting a crowd: Her SP allows her to use BCF against multiples.

Nerdcore: I’ve loved this Tessa Thompson-inspired version of Valkyrie since the Thor: Ragnarok film and it’s nice to get the comics analogue in clix. She’s got Exiles keyword — that’s how I played her during Games With Chadd this past summer — and she’s an addition to the The Cookout!

———

The Watcher (Disney Plus 101b)

40 points

msdp101b

He Sees All Is Fair: He starts with a 10 AV but just 1 damage. He ends with a 3 damage but just 8 AV. And with neither his Outwit nor his Perplex ever making him a credible offensive threat, he’s not a frightening presence on the other team.

But boy is this guy Useful. First of all, his line of fire is never blocked, so he is a supreme TK figure. With 8 range, he can be a surprising attacker (though again, not much of one) and an Outwit threat at all times. That’s because he can pick any of his clicks at the beginning of the turn — including a superb 20 Defend click at end dial. Add to that his bearing Mystics TA, and he’s worth most of his 40-point cost.

How He’s Nerdcore For Me: This is the What If version of Uatu, so he gets added to the Black Box of Black-themed characters. He was a key addition to that themed team I took to Worlds this year.

———

I didn’t rank ’em this year, same as last. But if I had to choose right now, my top 10 would be:

No. 10. Kurse

No. 9. Hulk

No. 8. Storm

No. 7. Miss Minutes

No. 6. Captain America

No. 5. Valkyrie

No. 4. Mindful One

No. 3. Miss America

No. 2. Blue Marvel

No. 1. Isca the Unbeaten

———

I might try a new version of something I did last year while still under quarantine: Play this year’s team of faves against the prior year’s.

150 AV4E031 Blue Marvel
125 MSDP056 Captain America
95 MSDP041A Captain Carter + shield 5
50 AV4E006 Falcon
200 AV4E045 Hulk
45 XMXS031B Isca the Unbeaten + sword 5
60 WOTR035 Kurse
40 AV4E030 Mindful One
50 AV4E050 Miss America
35 MSDP029 Miss Minutes
45 XMXS001 Storm + sword 5
40 MSDP101B The Watcher
70 WOTR042 Valkyrie

= 1020 points

versus

HoX053 Captain Britain 80
WW80067 The Commissioner 50
WW80045 Dr. Poison 40
WW80024 Harley Quinn 50
WW80054 Lex Luthor 50
A4E026 Loki 60
HoX051 Maggott 40
MP20-001a-200 Master Mold 200
A4E041 Monica Rambeau 150
XRF007 Multiple Man 40
XRF007 Multiple Man 40
XRF007 Multiple Man 10
A4E015 Onome 40
A4E072 Rikki Barnes 75
A4E047b T’Chaka II 45
XRF008 Sentinel 25
XRF008 Sentinel 25

= 1020 points.

I’ll let y’all know if it happens.