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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Black Manta!

Greetings HeroClix fans!

The subject of today’s DC HeroClix: Superman and the Legion of Super-Heroes preview is a villain who has committed a host of heinous acts against Aquaman, such as killing the sea king’s infant son!  Please welcome the enigmatic Black Manta!

038-Black-Manta

Black Manta comes into play at 97 points and hits the battle map with a trait called Technology and Patience, which allows him to use the Carry ability.  Additionally, lines of fire drawn to Black Manta by opposing characters are blocked if they cross water terrain.

In Golden Age play, consider adding to your force the Bucket of Water special object (from the DC HeroClix: DC 75th Anniversary OP kit) for some somewhat portable water terrain.  You may also want to try out an unconventional team-up of Black Manta and Tempest from the DC HeroClix: Crisis set.  Tempest’s Summon the Elements special power transforms clear grounded terrain within three squares into water terrain.

Moving on, Black Manta has the Swimmer speed symbol, which lets him use the Swim ability.  Black Manta also has the Indomitable combat ability, which lets him use Willpower, and has a range of 5 squares and two targets for his ranged attacks.  Black Manta has worked with other villains in the past so he has the Calculator team ability, which makes him a wild card.

Black Manta starts his dial with Sidestep in his speed slot, allowing him to use a free action to move with a with locked speed value of 2.  He then switches to Running Shot for a click.  In his attack slot Black Manta begins with a pair of Penetrating/Psychic Blast clicks to deal penetrating damage with his ranged attacks.  Defensively, he’s supported by Toughness to reduce damage dealt to him by 1.

Mid-dial, Black Manta changes from a ranged attacker to a close combatant as he picks up Charge in his speed slot and Blades/Claws/Fangs in his attack slot.  If that’s not enough, Black Manta can fall back on Close Combat Expert to increase his attack value or damage value by +2 (or both by +1).  In his defense slot, Black Manta gains Combat Reflexes to ignore knock back and gain a +2 modifier to his defense value against close combat attacks.

On his last two clicks, Black Manta reverts back to making ranged attacks.  Running Shot and Sidestep return, respectively.  Close Combat Expert makes way for Ranged Combat ExpertIncapacitate replaces Blades/Claws/Fangs.

Finally, Black Manta has the Injustice League and Legion of Doom keywords to offer options when including him on themed teams.

At 97 points, Black Manta leaves plenty of room for other attackers and support characters.  His attack and damage values make him a viable choice as a secondary attacker, and the Carry ability (from the Technology and Patience trait) make him an excellent choice as a taxi for the other characters on your force.  On a map with an adequate amount of water terrain, Black Manta could help lead you to victory!

Thanks for reading!  Join us next time as we reveal more secrets from the DC HeroClix: Superman and the Legion of Super-Heroes set!  Just keep asking yourself if it truly is safe to go into the water…

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DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Aquaman, Cyborg, Green Lantern, and the Flash!

Greetings HeroClix Fans!

Today we continue our preview of the Justice League team dial from DC HeroClix: Teen Titans by looking at some of their more profound members. We start off with one of the most underestimated team members, Aquaman!

015-Aquaman

Aquaman starts out his 110 point dial with a speed of seven, the dolphin transporter speed symbol, and his special speed power called Atlantean Might.  Atlantean Might states if Aquaman occupies water terrain at the beginning of your turn, he has a range value of 7 and his attack value is not modified by the Move and Attack ability. Aquaman also has Super Strength, allowing him to possibly boost up his 4 damage to a 6 if he picks up a heavy object.

Aquaman then gets his special defense power called Relentless, Underestimated which allows him to use Toughness and if he has two action tokens at the beginning of your turn, he heals 1 damage.  This makes Aquaman able to push off his first click and then heal back up to it, and it appears in the power slot on every other click, except for his last one. Aquaman also has Blades/Claws Fangs on that second click, making him still able to possibly dish out 6 clicks of damage.

Aquaman’s third click starts out his 80-point dial, which starts out looking similar to his 110-point starting dial. Down his dial Aquaman also gets Leap/Climb, Exploit Weakness, Flurry, Combat Reflexes, and Aquaman ends his dial with a click of Regeneration.

If put on the Justice League team dial, when Aquaman shows up on the dial he allows them to ignore Shape Change and their attacks can’t be evaded.

 025-Cyborg

Cyborg starts out with his trait Connected to Every Computer which says: Give Cyborg a free action and choose an object within range. Cyborg can draw line of fire and count range and squares from that object until your next turn.  This allows Cyborg to choose an object within his 7 range and attack from it or use it take advantage of other powers he has, like Probability Control or Outwit. Or just to blast someone with his Psychic Blast or Pulse Wave powers.

Cyborg also has Leap Climb, allowing him to move if he needs to get closer to an object. Cyborg gets Running Shot as well so he can move half his speed and then make an attack if there are no objects in his range. Cyborg has a special defensive power as well called High Tech Armor which allows him to use both Energy Shield/Deflection and Invulnerability.

When Cyborg’s symbol shows up on the Justice League team dial he gives the team character the Sharpshooter ability and increases their range by 2.

 033-Green-Lantern

Green Lantern starts his dial with 12 movement Running Shot and his special attack power Anything I Can ImagineAnything I Can Imagine says Green Lantern can use Barrier. At the beginning of your turn, choose a standard attack or damage power that requires a power, close, or ranged combat action to activate. Green Lantern can use that power this turn.  Green Lantern also has his defensive power called Energy Bubble, which lets him use Toughness and Energy Shield/Deflection.

Green Lantern also gets Phasing/Teleport and Perplex down the end of his dial. Green Lantern is also Indomitable giving him the use of Willpower as well as has the Green Lantern Corps team ability so he can carry multiple friendly characters. Green Lantern can also be played at either 160 points or 110 points.

When Green Lantern’s symbol shows on the Justice League team dial the character can use Barrier and Telekinesis.

050-TheFlashThe Flash has an Improved Movement ability called Up Walls, Around Crooks, which allows him to ignore elevated terrain and other characters for movement purposes. The Flash’s dial also starts out with a 14 movement Hypersonic as well as Super SensesThe Flash also soon gets his special speed power called Vibrating Offense which gives him Charge, Flurry, and Phasing/Teleport. When he uses Charge he can use Improved Movement: hindering terrain.

The Flash also has a special damage power called Just A Blur which allows him to use Combat Reflexes and Shape ChangeThe Flash also gets Enhancement and Outwit later on down his dial. He also gets the use of two team abilities, Justice League and Police. The Flash can also be played at two point values, 135 and 100 points.

When The Flash’s symbol shows up on the Justice League team dial opposing characters using Hypersonic Speed modify their attack and damage values by -1.

Thanks for reading! Please join us for our next DC HeroClix: Teen Titans preview, in the meantime keep those dice rolling!

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DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Justice League Team Base!

Greetings HeroClix Fans!

Welcome to another team base preview from the upcoming DC HeroClix: Teen Titans set!  Today we travel to the Watchtower to take a look at the Justice League team base!

T002-Justice-League

First off, Justice League can be played at three point values:  565, 365 and 265 points.  Justice League has only the Justice League keyword but three team abilities:  Justice League, Superman Ally, and Batman Ally.

Justice League has two traits, the first of which is “The Founding Members.”  When all members are attached to the Justice League team base, the Justice League’s powers and abilities can’t be countered.  The second trait is called “Watchtower.”  At the beginning of the game, choose a team ability or keyword possessed by a character on the opposing team.  Opposing characters with that team ability or keyword can’t use Stealth.

The Justice League team base has a range of 8 squares and starts with Running Shot and a speed value of 12.  An attack value of 12 with Super Strength, a defense of 20 with Impervious, and a damage value of 6 damage with Outwit rounds out the rest of the starting click.  The second click stays the same but without Outwit.  On Clicks 3 and 4, the speed slot gains Phasing/Teleport and the Justice League picks up two special powers: the first is “Truth and Justice,” which prevents opposing characters within four squares from having their combat values modified if the modified value would be higher than the original.  The second special power  allows Justice League to use Defend, Super Senses, and Toughness and is called “We Depend on Each Other.”  In the damage slot Justice League has Shape Change.

At this point in the dial, Justice League is at its 365-point starting line.  Here, the dial starts with Charge and keeps “Truth and Justice.”  Defensively, it picks up Invulnerability.  On click 7, the dial switches to Hypersonic Speed and the team regains Super Strength.  Defensively, it regains “We Depend on Each Other.”  On click 8, Justice League also picks up the use of Perplex.

This is where the 265-point starting line begins.  Justice League has 2 clicks of Running Shot, Super Strength, Impervious, and Perplex. On clicks 11 and 12, Hypersonic Speed returns and the team dial regains “Truth and Justice.”  Its defense is covered by Invulnerability and it regains Shape Change with the possibility of avoiding an attack altogether.

On click 13 Phasing/Teleport returns to movement and defense turns back to “We Depend on Each Other”. Justice League also gains the use of Outwit which will come in handy to counter a power or ability used by an opposing character. On click 14 as well as the next two clicks Super Strength returns. On clicks 15, 16, and 17 Justice League regains the use of Hypersonic Speed and Invulnerability.

On clicks 18 and 19, Justice League’s last two clicks, it has the use of Phasing/ Teleport, “We Depend on Each Other,” and Perplex.

The Asset Dial on the Justice League will provide a wide range of uses depending on which League member(s) you are channeling at the time:

  • Aquaman lets Justice League ignore Shape Change and their attacks can’t be evaded.
  • Batman doesn’t allow opposing characters within 5 squares of Justice League to use Perplex.
  • Cyborg allows Justice League to use the Sharpshooter ability and modifies their range value by +2.
  • The Flash makes it so opposing characters using Hypersonic Speed modify their attack and damage values by -1.
  • Green Lantern allows Justice League to use Barrier and Telekinesis.
  • Superman makes it so damage dealt to Justice League is reduced by 1 in addition to any other effects.
  •  Wonder Woman allows Justice League to use Energy Shield/Deflection.

Also found on the Asset Dial is the Team Combat symbol, which will allow you to choose any one of the team members that are attached and use their asset ability.

Thanks for reading!  Please join us for more upcoming and exciting DC HeroClix: Teen Titans previews.  Later this week we’ll take a closer look at the individual dials of all seven members of the Justice League.  Until then, Shape Change for the win!

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Justice League Preview

Founding Member of the Justice League: Aquaman!

Greetings HeroClix fans!

For today’s DC HeroClix: Justice League preview we dive to the depths of the seven seas and visit with a hero who sleeps and communicates with the fishes.  From the undersea kingdom of Atlantis, please welcome Aquaman!

Aquaman begins play with a trait, Defending Mera, which modifies his speed value by +2 if he occupies water terrain at the beginning of an action. In addition, if a friendly character named Mera has been KO’d during the game, Aquaman’s combat abilities are modified by +1!

It’s hard to take seriously a hero who’s mainly known for talking to sea life and riding around on a giant seahorse.  Aquaman, however, has worked to change that perception through his heroic deeds around the small coastal village of Amnesty Bay, Maine.  In his movement slot, Aquaman has Charge on all but his last two clicks to show that yes, you’re being rescued by Aquaman. Naturally, he also has the Swim combat ability.  Leadership appears in Aquaman’s damage slot, a nod to the hero’s rule before abdicating the Atlantean throne.

Super Strength appears on Aquaman’s top two clicks and represents the strength he’s developed from exploring the ocean’s depths.  Defensively, Aquaman starts with two clicks of Invulnerability to show his half-Atlantean heritage.  That’s followed by two clicks of Combat Reflexes, which showcase his agility in water and on land.  On those same two clicks, Aquaman trades Super Strength for his trident (Blades/Claws/Fangs).

Starting on click five, Aquaman changes up his defensive scheme by dropping Combat Reflexes and relying on the protection of his chainmail (Toughness) for the remainder of his dial.  Leadership returns for two clicks and is followed by two clicks of Close Combat Expert.

Aquaman comes in at 111 points and makes a great choice as a primary or secondary melee attacker for many teams. He also has the Justice League team ability, along with the Atlantis, Justice League, and Ruler keywords.  With 20 ALL-NEW, unique sculpts and dials featuring the characters of the New 52 DC Universe, the DC HeroClix: Justice League set provides plenty of options for building a team that includes Aquaman!

Thanks for reading!  Please join us next time for our next DC HeroClix: Justice League preview when we visit a fortune-teller featured in the pages of Justice League Dark!  Until then, keep your Clix off their KOs!