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DC HeroClix: The Joker's Wild!

DC HeroClix: Batman and His Greatest Foes Fast Forces Part II

Greetings HeroClix Fans!

Today we are continuing the previews for the DC HeroClix: The Joker’s Wild! set, by looking at the rest of the figures in the Batman and His Greatest Foes Fast Forces Pack and showcasing an easily built 300-point team you can field straight out of the box!

Last time, in the DC HeroClix: The Joker’s Wild!- Fast Forces Part I, we looked at The Riddler, The Penguin, and Mr. Freeze, so let’s continue by introducing the Power Couple of Crime in Gotham City.  Minding my manners, it’s ladies first of course, here’s Harley Quinn!

 DC HeroClix: Batman and His Greatest Foes Fast Forces Part II - Harley Quinn

Harley Quinn is 50 points of deadlier-than-she-looks trouble.  With Arkham Asylum and Gotham City as natural keywords and the Batman Enemy team ability, she gets a load of damage potential out of the pairing of Flurry and Blades/Claws/Fangs; especially with an 11 attack value on her second click, representing her pet hyenas.  Her synergy doesn’t stop there; on defense, she has the special My Babies Keep Me Hopping letting her use Combat Reflexes and Super Senses along with mid-dial Perplex and an uptick in her base damage value from 2 to 3.  She finishes her dial with regular Super Senses and a special power on movement, Ya Didn’t Notice I Had A Hammer?,  which lets her take a free action once per game to equip her with the Harley’s Hammer special object, also included in the Fast Forces, from outside the game for free.

DC HeroClix: Batman and His Greatest Foes Fast Forces Part II - Harley's Hammer

While she is equipped with the hammer, Harley Quinn also gets Charge in addition to Quake and Giant Reach 2 granted by the hammer itself; there is the risk, however, that the hammer will break.  She’ll be a smashing success at making her Puddin’ proud.  Speaking of her Puddin’….

 DC HeroClix: Batman and His Greatest Foes Fast Forces Part II - The Joker

There he is, looking deadly and dapper as ever in his trademark purple suit, spats, slicked green hair, walking stick and ready to make your acquaintance with a big smile and vigorous handshake.  At 75 points, The Joker is Never As Dead As You’d Expect; his trait is sure to keep you laughing and your opponents in stitches for a long time.  At the beginning of your turn, if The Joker took damage since your last turn, you roll a d6 die and heal him half the result.  If he takes a hit and is still standing, that is a guaranteed 1 click heal, and if you roll well with a 5 or 6, you get half his dial back!  Just hitting him can be tricky with a whole dial full of Super Senses.  The rest of his dial and powers jump back and forth between combinations of Stealth and Outwit, Poison and Perplex, or Incapacitate and Probablity Control.  His attack value is never particularly stellar topping out at 9, but that is what the Batman Enemy team ability is for along with his Arkham Asylum, Gotham City, and Monster keywords.   That’s a lot of villainy but the joke is on them because we also have Batman in the Fast Forces Pack who is ready to take on multiple bad guys at once.

 DC HeroClix: Batman and His Greatest Foes Fast Forces Part II- Batman

At 75 points, Batman has left his utility belt and fancy vehicles back at the cave and is bringing old school justice to Gotham with enough knuckle sandwiches for everybody.  With his trait Student Of All Martial Arts, he can use Toughness to get the most out of his 7 click dial and also increase his attack value by +1 for each adjacent opposing character, which is even more impressive considering he already starts with an 11 attack value.  He is ready for engaging several bad guys in one close combat action with his movement special Hit You With My Hands And Feet that lets him make a close attack targeting all adjacent opposing characters and deal normal damage to each one.  Batman’s defense special power Equilibrium, Balance, and All Things In Order starts him off with Combat Reflexes and Willpower.  Should the future Arkham inmates he squares off against do some damage, they have even more trouble to deal with when he picks up Close Combat Expert and Flurry; and, though he loses the special power on defense, he keeps Combat Reflexes for his whole dial.  If you can manage to keep him in the shadows with his Stealth-granting Batman team ability, he can avoid having his powers countered as well as avoid most ranged attacks.  As for keywords, he is the perfect close combat centerpiece for a Batman Family, Gotham City, Detective, or Martial Artist themed team.

Now, focusing on the villains, let’s build a 300-point team out of the DC HeroClix: Batman and His Greatest Foes Fast Forces Pack.

25  The Penguin
50  The Riddler
50  Harley Quinn –Harley’s Hammer kept on sideline
75  The Joker
100 Mr. Freeze

Total of 300 points, Gotham City themed team, +5 initiative roll, 3 uses of Themed Team Probability Control

The Penguin gets to sit back and put his Loyalty token to work, increasing the range and attack value of a friendly character. It’s not a bad idea to keep The Riddler adjacent to help The Penguin’s attack value with the Batman Enemy team ability and to use free actions to move your Loyalty token to where you need it most.  The Penguin himself isn’t likely to be doing much, but with Willpower up front he is an excellent choice for using your Themed Team Probability Controls.  Keep Mr. Freeze shooting at mid-range and locking up the opposing team with Frozen tokens, while letting The Joker and Harley Quinn get close enough to do what they do best.  If you need something more to keep an opposing ranged attacker occupied, send in The Riddler as he has a strong likelihood of dodging their attacks.  If you come up against a Batman, like the one in this pack, use your Perplexes on your attack values, as getting a hit to stick is going to be more important in the long run than doing more damage.

That’s all for today, HeroClix fans! Stay tuned as we continue to review more figures and team-building strategies from DC HeroClix: The Joker’s Wild!.  Don’t forget to visit the WizKids Info Network to find HeroClix Release Day Events and tournaments near you.  Visit your FLGS next week to pick up the Batman and His Greatest Foes Fast Forces Pack and The Joker and Harley Quinn Dice & Token Packs!
Until next time, just keep them in your line of fire.

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild! – Harley Quinn & The Joker

Greetings HeroClix Fans!

Today we are kicking off previews of the upcoming DC Comics HeroClix: The Joker’s Wild! set by catching up with a dastardly duo that has taken the term “love-hate relationship” to new lows.  On the loose once again from Arkham Asylum, make way for former psychiatrist Dr. Harleen Quinzel (aka Harley Quinn) and her psychopathic puddin’, The Joker!

DC HeroClix: The Joker's Wild! - Harley Quinn

Harley Quinn can be added to your force by paying 35 points. With that low cost, comes a short-yet-effective dial.  As one of Batman’s foes, Harley Quinn has the Batman Enemy team ability which allows her to replace her attack value with that of a friendly character using the same team ability.  She also has a trait called This Is How I Deal With The Bat, which boosts a teammate’s attack value by +1 for a close attack when that teammate uses the Batman Enemy team ability to replace its attack value with Harley’s.

At 35 points and with bit of a short dial, Harley Quinn will likely act as a nuisance on your force.  Early on, Harley Quinn should share her 10 attack value with teammates that also have the Batman Enemy team ability.  If trouble comes her way, she has Shape Change and Super Senses to help her avoid and evade attacks, respectively.  Speaking of attacks, Harley Quinn has a special power in her attack slot called Kiss, Kiss, Bang, Stab which lets her use Incapacitate and Poison.  To make good use of her ability to use Incapacitate, Harley can shoot two targets up to five squares away.  The rest of her dial is suited appropriately, with Sidestep, Stealth, and Close Combat Expert rounding out her standard powers.

DC HeroClix: The Joker's Wild! - The Joker

On his own or paired with Harley Quinn, The Joker is capable of causing chaos wherever he is on a HeroClix map.  The Joker has a point value of 50 and brings his own variation of the This Is How I Deal With The Bat trait found on numerous characters in the set.  Instead of giving a +1 to the attack value of a teammate using the Batman Enemy team ability, The Joker’s version of This Is How I Deal With The Bat lets that teammate reroll the attack roll.  The Joker’s attack values never dip below 10, making him an ideal candidate for teammates with the Batman Enemy team ability that need some help.

The Joker’s dial is a click longer than Harley Quinn’s and his lack of a printed range means he’s best used for close attacks.  However, The Joker has a special power in his attack slot that lets him get around his lack of range.  His special power, C’mon Bats… It’s The Old Squirting Flower Gag, lets The Joker make a close attack against a single opponent within three squares and the line of fire.  If the attack hits, that character is dealt one penetrating damage instead of normal damage.  The Joker has Sidestep and Super Senses on each of his clicks, allowing him to duck and dodge attacks as necessary.  Perplex and Outwit fill out the rest of The Joker’s standard powers.

Both Harley Quinn and The Joker have the Arkham Asylum and Gotham City Underworld keywords for themed team play.  Harley Quinn also has the Gotham City Sirens keyword as an additional option.  For less than 100 points, Harley Quinn and The Joker leave plenty of room on a force for other attackers and support characters.

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC Comics HeroClix: The Joker’s Wild! set!

Visit the WizKids Info Network to find DC Comics HeroClix: The Joker’s Wild! Pre-Release events starting November 2nd.

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DC HeroClix: No Man's Land Preview

DC HeroClix No Man’s Land: Dockside Amusement Park!

Greetings, HeroClix fans!

We’ve come to the final month of the DC HeroClix: Batman No Man’s Land Organized Play series!  You’ve fought your way past five other battlegrounds so let’s take a look at the final territory up for grabs, the Dockside Amusement Park!  Maps for Dockside Amusement Park are included in the No Man’s Land Month Six OP kits.  Like the previous maps in the series, Dockside Amusement Park features pre- and post-cataclysm sides.  (Click on images below to enlarge.)

DC2012_DocksideAmusementPark-Map

Dockside Amusement Park (pre-cataclysm) is an indoor and outdoor map that features several dilapidated attractions at an abandoned amusement park.  The starting areas are on opposite corners of the map.  One of the starting areas is occupied by a ticket booth that provides a T-shaped platform of elevated terrain.  The other starting area is on an elevated concrete platform and includes a circular ride where the cars and main rotor become blocking terrain.

The other two corners of the map are dominated by a run-down Tunnel of Love and a treacherous boardwalk.  The Tunnel of Love is mostly indoors and has a maze of water terrain and grounded terrain, along with a few elevation changes.  And for you arachnophobes, there are also plenty of cobwebs!  Cut-outs of Cupid create hindering terrain and provide some cover for characters that are looking to skulk around this attraction.  The boardwalk is elevated terrain and features plenty of rotted wood planks so watch your step when crossing!  The boardwalk also borders a small piece of water terrain.

A funhouse with black-and-white checkered floors and mirrored walls dominates one side of the map.  Like the Tunnel of Love, the funhouse is an indoor maze with the twists and turns offering challenging lines of fire for ranged characters.  There is even a section of elevated terrain.  A few shrubs outside create hindering terrain.  A few squares away, a Ferris wheel creates a wall of blocking terrain.

Like the other maps in the No Man’s Land Organized Play series, Dockside Amusement Park has a suggested scenario that is included on the instruction sheet for the Month Six OP kit.  The scenario reads:  QUAKE: At the end of each player’s turn, that player rolls 2d6.  On a result of 3 or less, replace this map with the Dockside Amusement Park (post-quake) map.  Characters are placed in the same square they currently occupy on the new map.  Any character that now is illegally placed is dealt one (1) unavoidable damage and is moved to the next closest square(s) it can occupy by its controller.

DC2012_DocksideAmusementParkPC-Map

The post-cataclysm version of Dockside Amusement Park has the unmistakable decorative touch of the Joker!  The ticket booth now boldly proclaims the park as “Joker World” and there are deadly jacks-in-the-boxes scattered throughout that create hindering terrain.  Dockside Amusement Park – er, Joker World – sports a familiar purple-and-green color scheme on each of its elements.

The circular ride has been refurbished but still acts as blocking terrain.  Same goes for the Ferris wheel.  The Tunnel of Love, has been cleaned up and the Cupid cut-outs have been repainted to look like Harley Quinn’s puddin’, “Mistah J”!

Speaking of Joker, it appears he’s converted the funhouse into his office.  The floors have been repainted to a more acceptable pair of colors and some of the walls have been knocked down to give the funhouse an open layout.  Numerous mirrors have been smashed as well, likely after Ms. Quinn saw that they made her look less than svelte.

Again, prior to the Month Six event players must declare their allegiance to one of the No Man’s Land gangs:  GCPD, Batman, Joker, Two-Face, Killer Croc or Black Mask.  At the completion of the event, the gang with the most accumulated event points has conquered Dockside Amusement Park for their gang and tags that location on the laminated Gotham City map with their Gang Token.  In addition, the gang that controls the most territory at your store at the end of Month Six will be awarded a special prize at the completion of the DC HeroClix: No Man’s Land OP series!

Who will capture the Dockside Amusement Park?  Who will conquer Gotham City?  Stay tuned!

Thank you for reading!  We hope you enjoyed participating in the DC HeroClix: No Man’s Land OP series!