#10

Rookie Mandroid Armor (Clobberin’ Time #007)

Good cop:

  • low cost. At 28 points, this generic’s the game’s cheapest source of Telekinesis, a power in short supply among Police.
  • SHIELD team ability.  Even down his dial, this keeps him useful for the mostly range-oriented cop squads.

Bad cop:

  • Only one click that’s any good. 

Final report: A good filler piece that offers more than any of the other, cheaper generics, this is Heroclixin’s #10 officer.

#9

Chun-Li (Street Fighter #104)

Good cop:

  • She’s a rare tie-up piece for a Police theme thanks to a near-full run of Combat Reflexes.
  • Street Fighter team ability makes sure she can get off a potential attack during that tie-up action.
  • Or she can take an easier shot with 3 range. Options!
  • Her Flurry lasts a few very pushable clicks to deal out a fair amount of damage to soft targets.

Bad cop:

  • Lack of early Leap/Climb makes her a bit less great at tie-up.
  • Low damage, too.

Final report: She fills a specialized role on Police teams better than any other and thus earns Heroclixin’s #9 spot.

Tomorrow we climb up the chain of command…

We in the U.S. look back on 9/11, the day 10 years ago that changed everything. One thing that event made stark to us is how very much we are continually indebted to the heroes in our midst — the first responders. The ones who, while the rest of us run from danger, are running toward it.

And although this describes any given superhero most of the time, too, there’s something more noble about the characters who are sworn to protect and serve when they’re not in the super-suits as well. In HeroClix, they’re represented by the Police keyword.

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Some criteria:

  • I’m looking at HEROES. No bad cops allowed. (I’m thinking of you, AA Zoom.)
    RRRAAATTTTSS!!!”
  • I’m also ranking them according to how well they work with other Police, it being one of the more selective generic keywords.

Be here starting next Monday for the first of the Top Ten of Heroclixin’s Finest!

Continuing the photographic record of Super-Strength characters who can hold their own object tokens. With the Superman set right around the corner, here’s his half-clone, Superboy:

 

Superboy holds it, sorta, on his chest or under his chin. No Token Totin’ next week, as it’s time for another end-of-month Top Ten list. (Haven’t quite decided what it’s going to be exactly, though!)

Continuing this feature (replacing “My Custom Mods”) in which I talk a bit on how I selected artwork for feats and battlefield conditions that didn’t come with art, originally. This Monday, let’s look at Ordinary Day from Icons.

Oh, I didn’t do Ordinary Day from Icons. I forgot there even WAS an Ordinary Day in Icons. So much for BFCs in the set. Let’s move on to the feats!

 

This much-needed boon to swimmers was quickly nerfed by a ruling saying certain team abilities ignored it. (That’s been rectified, happily.)

Being an Aquaman fan, I didn’t have a great amount of trouble digging up a solid image. This one, I believe, was scanned from issue 16 of the last completed series. I then flipped it to show the character swimming deeper rather than toward the surface.

OK, so there’s this mad scenario that the head judge at Dragon*Con likes to run. Here are the rules:

To keep the number of players even at DragonCon’s last event, I played instead of judging. Here was the wild scenario:

Trials of Dragon*Con
Modern Age/No bystanders/No multi-based figures
Bring a 6 figure team with no point limit. All figures must have a SINGLE base, NO MULTI-Base figures allowed. You can bring only ONE (1) figure from the following point ranges:
1 – Up to 25 Pts
2 – 26-50 Pts
3 – 51-100 Pts
4 – 101-150 Pts
5 – 151-200 Pts
6 – 201 Pts and over
You will begin the game with the lowest point figure on the map. When the dial turns for any reason, you will roll 1D6 and swap out the corresponding figure. If the corresponding figure has been eliminated, you will bring in the next lowest point figure remaining. The new figure swapping in must be in a legal square it can occupy. No FEATS, Alternate Team Abilities, or BFC’s.

My team, hastily tossed together on the way to the con that morning:

1. The Burglar 19
2. SI Captain America 49
3. Elsa Bloodstone 73
4. Noh-Varr 141
5. Con Ex. Wonder Woman 190
6. DC75 Ares 272
Went 1-2, defeated first by a team of Lilah, SI Spidey, HT Venom, WL Flash, Ms. Skrullvel and Superman Prime followed by Amazon of Bana-Mighdall, AE Peter Parker, AA Robin, SI Namor, Ms. Skrullvel and DC75 Ganthet. Then, when 2 more people dropped, we shifted to two battle royale teamups, in which I paired with my last opponent against Lightspeed & GF SHIELD Field Agent, Energizer & AA Nightshade, Skrullektra & Guy Gardner, SI Namor & GX Juggy, and Superbrat & WL Sinestro. I ran the game early, but WL Sinestro healed 10 clicks over the course of the game. I ended up being first out, but my partner finally made a clutch last-possible-moment PW to finish off WL Sinestro just before the Shock The Turtle barriers would’ve killed him (and [I]not[/I] Sinestro). :)

Piece-by-piece:

This was a prime time to bring The Burglar out, as for once he might actually be able to use his “Ambush The Innocent” SP granting him +2 AV and damage against cheaper figures. Unfortunately, nearly all his opponents were too expensive to use it. But he did manage to take out Megan Fox Lilah, who really ought to know better than to stroll through The Park alone at night dressed like that. I’m just saying.

———–

Secret Invasion Captain America was my #2, but he did little but take damage and get KO’d (though he did manage to get a key Flurry in the final game). In retrospect, I wished I’d remembered Impulse (DC75) for the same 49-point cost.

———–

Elsa Bloodstone, on the other hand, was quite the force (in the 2nd and 3rd games, anyway). She made Ms. Skrullvel of no consequence with a single attack; she whittled Ganthet down with ease and took down Juggernaut. I’ve rarely gotten her to work this well.

———–

Noh-Varr was an excellent choice for this game thanks to his wide-ranging powers and +1 AV trait. That is, when he wasn’t getting brought in to simply take the second Flurry attack from Namor. Which happened way too much.

———–

Ah, my new favorite piece. Convention Exclusive Wonder Woman isn’t really as good without teammates to help, but she held her own pretty well. Getting Hypersonic Speed mid-dial was quite key. I only wish I’d insisted my that partner in the last game Perplex down the enemy Namor’s damage so she could’ve survived that massive Flurry attack.

———–

DC75 Ares. He wreaked havoc in all three games but still got spun to his last few clicks. Having to be so close-range means he takes a lot of extra fire that cowards longer-ranged characters don’t have to endure.

This is a surprisingly balanced scenario. I may modify it and add it to my list!

The introduction to the series listed the five things needed to be a Top 10 Barrier specialist:

  1. A range of 8 or greater.
  2. Two or more starting consecutive clicks of Barrier.
  3. Ability to serve a secondary or supporting role.
  4. Affordability.
  5. Life after Barrier.

Failure at one or more of these is what keeps these HONORABLE MENTIONS off the list:

E Firelord (Infinity Challenge)

He’s got a ton of Barrier, but let’s face it; you’ll never use him for it unless you’re desperately trying to keep him from being KO’d after his Defense Value dives like a drunk Con Artist bobbing for apples or something.

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V Iceman (XPlosion)

While he starts strongly enough with Barrier and RCE, his late-dial double-target Incap comes too late and with too low an AV to reliably help. There are much better figures for around his 47-point cost to include him in the top 10.
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V Mr. Freeze (Legacy)

Offering several clicks of Barrier and Range Combat Expert for a bit of offensive power, his two clicks of Stealth nearly get him on the list. But at 77 points, he’s too expensive as a Barrier piece — you’ll use him to shoot, exclusively — and he’s absolutely done once Barrier is gone.
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V Shaman

He was on the first version of this Top Barrier figs list. But he’s fallen off because he’s A) Too expensive (74 points); B) too vulnerable, as his 2nd role as Outwitter also requires him to get a little too close to the enemy; and C) can no longer use the Thunderbolts ATA to mitigate his weakness.
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SR Scarlet Witch (AVENGERS)

Wanda Maximoff missed the list by having to push to her long run of Barrier. The power is best available from the start of the game in order to protect your advancing figs from a long-range alpha strike KO, and this gal just can’t do it. Still, the Super Rare has the nice 8 range, low 35-point cost and a great long-range support power in Probability Control to use until she can use Barrier in the mid- to late-game.
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Icicle (Justice League)

He barely falls off the list by having only 6 range AND being a little pricey at 72 points. But now that Perplex lasts through your turn, it’s simple to boost it to 7 and not only build walls, but to free-Incap targets thanks to his Special Power version of Barrier. Moreover, the usual Barrier-piece vulnerability to attack is mitigated by Mastermind and he can use Barrier all through his dial. Seriously, feel free to remove your least favorite piece on the actual list and put him there.
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Dr. Alchemy (Justice League)

He also fails due to his 6 range, even though Shape Change might give him some protection if he has to get closer to make effective walls. Anyway, his primary role on a team is going to be to TK pals well beyond his Barrier range. Late-dial Poison isn’t enough to make up for dead stats after Barrier.

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Jean Grey (Mutations and Monsters)

Despite her long 4-click run of Barrier, at her 90-point cost she’s way  better used for actual fighting since she’s got the stats and powers for it.
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Black Tom Cassidy (Mutations and Monsters)

His 55-point price is right. He’s got Stealth and Outwit, too, making him highly useful aside from his 2 clicks of Barrier. But he doesn’t make the list because he pretty much absolutely should not push off that first click, and a top Barrier piece really ought to be able to take that damage a little more cavalierly.

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Lyssa Drak (Arkham Asylum)

She also lacks the 8-range-or-better prerequisite for a Barrier specialist, and is also a bit pricey for the role. She’s such a good figure for other supporting powers (TK, Perplex and, later, Outwit) that she almost claws her way onto the list anyhow. But the truth is that she, like Dr. Alchemy, will be using those other powers way more than Barrier.

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Songbird (Hammer of Thor)

Way expensive for both her role as a Barrier piece and 2nd attacker, her unique ability to break others’ Barriers with her own earns an Honorable Mention. Being eligible for the powerful Thunderbolts ATA helps, too. Still…at 83 points, she barely makes this list.
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John Stewart (DC 75th Anniversary)

Nearly twice the cost of the most expensive character on this list, he wins the last Honorable Mention because his first use on many teams will indeed be his free-action mini-Barrier when he lacks action tokens.

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2. Veteran Blizzard (Infinity Challenge #090)
Range: 8
Starting clicks of Barrier: 4
53 points

While Experienced Blizzard shares many of the same strengths — great offensive AV, Running Shot + Pulse Wave for the ability to ping away at clusters of enemies — it’s the Vet’s ability to use Masters of Evil TA to push and build Barriers for four straight rounds that puts him near the top as a Barrier specialist. AND he can use Thunderbolts, too? If it weren’t for his total septic-tanking post-Barrier, he’d be number one for sure.

 

1. Ice (DC 75th Anniversary #007)
Range: 8
Starting clicks of Barrier: 3
47 points

She absolutely nails all the factors: 8 range, low cost, good ability to either damage or super-Incap (via her “Freeze In Place” SP), and still being able to hit when she’s exhausted her long run of Barrier. Her only lack being usable keywords, she takes the crown as the best Barrier piece in HeroClix.

Or does she? As we began this list with a tie, so do we end with one:

1. Klaw (Captain America #210)
Range: 8
Starting clicks of Barrier: 3
60 points
If Ice nails all the factors, Klaw at least tacks them pretty well with a solid 8 range, even better fighting ability with Penetrating/Psychic Blast, Pulse Wave and/or RCE through his run of Barrier (even afterward!) and wildcard ability to boot. The only reason the Scientist-keyworded Klaw ties Ice for first instead of kicking her down to #2 is that he’s more expensive than any of the top 5.

Thanks for reading this, the first top 10 list I ever made (posted at HCRealms some years ago), redone for Heroclixin’! Be back Monday for the Honorable Mentions.