DC HeroClix: Streets of Gotham Preview

DC HeroClix Streets of Gotham: Batman, Superman, and Wonder Woman!

Greetings HeroClix Fans!

Welcome back as we begin our series of previews for the DC HeroClix: Streets of Gotham set! Streets of Gotham is the second installment in the No Man’s Land Storyline Organized Play event seriesas well as a follow up release to the DC HeroClix: Batman set.  Available as a countertop display, the core release of DC HeroClix: Streets of Gotham will be sold in single-figure boosters and Team packs similar to the Avengers movie countertop display release from earlier this year.  (More details can be found here on our Retailers Assets Page)

Today, we look at one of the Team packs available in the set.  This Team pack was first shared with our retail partners via oure newest feature, the WizKids Wire and features DC Comics’ Trinity of Batman, Superman, and Wonder Woman!  First, let’s start with Batman:

Gotham’s Dark Knight comes into play at 76 points and has a range of 4.  He also an Improved Movement ability, Bat-Training, which allows him to ignore hindering and elevated terrain when he moves.  Speaking of movement, Batman starts his dial with two clicks of Stealth which blocks hindered lines of fire to him.  Stealth is followed on Batman’s dial by three clicks of Flurry as he takes on two opponents at once.

To aid Batman in his covert endeavors, he has Smoke Cloud in the attack slot of his first click and works well with his Stealth.  Once Batman is off his top click, he drops Smoke Cloud in favor of a special power, It’s Necessary for the World to Be Afraid of Us, which appears for the remainder of Batman’s dial.  With this special power, when Batman rolls doubles (excluding a critical miss) and misses with that roll, it’s instead considered a hit if the target has one action token.

If an opposing character somehow manages to strike Batman from range or with a close combat attack, he then relies on his body armor (Toughness) to protect him on his first click.  He also has the Indomitable combat ability, which allows him to use WillpowerToughness is followed by three clicks of Combat Reflexes as Batman ditches the body armor and relies upon his combat training to keep him from getting hit.  In his damage slot, he starts with two clicks of Outwit as he stays three steps ahead of his opponents, then switches to three clicks of Perplex to show that he’s prepared for almost anything.

Batman makes a viable choice against forces that rely on ranged attacks as many opponents will likely find themselves taking the fight up close instead.  While Batman works best as a close combat attacker, his Justice League teammate Superman can hurt an opponent from both near and far.

Superman has a full dial of Super Strength in his attack slot, which allows him to pick up objects and use them in attacks.  He also has a range of 7 for those times when he’s attacking without any objects. In his movement slot, Superman starts his dial with two clicks of Charge to get him into combat quickly.  That’s followed by a click of Hypersonic Speed as Superman swiftly moves around the map and attacks while daring opponents to catch him if they can!  Hypersonic Speed returns on clicks five and six while Running Shot occupies the remainder of his speed slots.

Earth’s sun strengthens Superman so defensively he starts with two clicks of Impervious.  That’s followed a pair of Invulnerability clicks to show that Superman’s still bulletproof despite having moved toward the heart of his dial.  Toughness becomes Superman’s defensive power of choice on his last four clicks as he shows his opponents that he’s unyielding in his fight for what’s right.  On his fourth, seventh and eighth clicks, Superman can really pack a punch with his ranged attacks by using his Heat Vision (Ranged Combat Expert).

At 196 points, Superman makes up the majority of a force in smaller-point games. However, he has a great set of combat values and makes an excellent choice as the centerpiece for many teams.

Finally, we come to the third member of the DC Trinity, Wonder Woman:

Wonder Woman begins play with a Trait, Lasso of Truth, which allows her to use Incapacitate as if she had a range value of 6.  When Wonder Woman uses Incapacitate, hit characters can’t have their combat values modified until your next turn.

Coming in at 125 points, Wonder Woman begins her dial with a click of Charge as she fearlessly enters combat.  Once she’s made her attack, she defends herself with a special power called Bullets and Bracelets, which allows her to use Toughness.  In addition, Wonder Woman can use Defend if an adjacent friendly character is the target of a ranged attack.  Bullets and Bracelets appears on Wonder Woman’s first four clicks.  On Wonder Woman’s first three clicks, she can deal extra damage by using Close Combat Expert.

Once Wonder Woman is off her top click, she drops Charge in favor of Flurry for her next three clicks as her warrior’s fury takes over.  Charge, however, returns on her last three clicks and makes a nice companion to Quake, which appears in Wonder Woman’s attack slot.  In her defense slot, she drops Bullets and Bracelets for Invulnerability as her status as Zeus’ daughter allows her to absorb damage.

Wonder Woman’s combat values remain steady until her last two clicks.  Bullets and Bracelets makes her an ideal teammate for characters that could use a defensive boost through Defend. On the offensive end, Wonder Woman can dish out a lot of damage thanks to Close Combat Expert and Flurry.

All three team pack characters have the Justice League keyword and the JLA team ability, which allows you to use a move action that does not count toward your available actions for the turn.  In addition, Batman has the Batman Family keyword, Superman possesses the Kryptonian and Metropolis keywords, and Wonder Woman has the Amazon and Warrior keywords.

That’s all we have for today!  Please join us again soon as we continue to reveal more secrets from the DC HeroClix: Streets of Gotham set.  Until then, keep your Clix off their KOs!