Categories
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!

Categories
DC HeroClix: No Man's Land Preview

DC HeroClix No Man’s Land Grand Prize: The Batcave!

Greetings HeroClix Fans!

As we enter the final month of the DC HeroClix: Batman No Man’s Land Organized Play series, we take you below Wayne Manor to The Caped Crusader’s subterranean base of operations The Batcave!  Few know of The Batcave’s existence and even fewer know its location.  However, the winner of your store’s No Man’s Land Month Six OP event will receive The Batcave HeroClix Resource as a grand prize!

R200-THE-BATCAVE

The Batcave can be played at two point costs.  When played at 85 points, The Batcave is assigned to a character when you build your force.  The character can be assigned the Utility Belt resource with up to six Utility Belt Items and a Utility Belt Costume at no cost.  For 10 points each, The Batcave can be assigned to additional characters.  Finally, when played at 85 points The Batcave adds Batcave Computer to your force.

In addition, The Batcave can be played at 100 points.  When played at this point cost, Batcave Computer and Alfred Pennyworth are added to your force.  The Batcave can’t be assigned to either Batcave Computer or Alfred Pennyworth.

When playing The Batcave, it must be placed in your starting area.  It can’t otherwise move or be placed by any game effect.  Each square occupied by The Batcave is considered to be clear terrain.  The Batcave Computer and Alfred Pennyworth are considered to occupy all the squares occupied by The BatcaveBatcave Computer and Alfred Pennyworth are separate characters and can be given actions during your turn.  Both characters can make attacks (and be attacked) from any square occupied by The Batcave.  You must defeat Alfred Pennyworth (if he is on your force) and Batcave Computer before you score Victory Points for The Batcave.  When The Batcave is defeated, remove it from the game.

R200-THE-BATCAVE_3

Both the Batcave Computer and Alfred Pennyworth have their own combat dials; we’ll go over those in detail later.  The Batcave also has Offense and Defense dials.  At the beginning of your turn roll a d6 that can’t be rerolled.  Click both Offense and Defense dials that many times to the right.  All characters assigned The Batcave can use the powers and abilities shown on the Offense dial.  Opposing characters, on the other hand, can’t use the powers and abilities shown on the Defense dial if they target a character assigned The Batcave or are targeted by a character assigned The Batcave.  The Defense dial may also show a special power that modifies an opposing character’s combat values if they target an opposing character assigned The Batcave.

So let’s take a look at Alfred Pennyworth’s combat dial!

R200-THE-BATCAVE_2

Alfred Pennyworth begins play with an attack value of 10 and a defense value of 16.  He also has a special power in his damage slot called Fully Stocked ER.  This special power lets Alfred Pennyworth use Support.  When he does, he can heal a friendly character even if he or the friendly character is adjacent to an opposing character.

Once Alfred Pennyworth is off his top click, he retains Fully Stocked ER and gains Willpower for the remainder of his dial.  Support replaces Fully Stocked ER on his last two clicks.  On his last click, Alfred Pennyworth gains another special power in his speed slot called Come Alfred, I Need You.  This power reads, “Give Alfred Pennyworth a power action.  Place a DC 12 Batman FF Set icon-02 #031 or DC 12 Batman FF Set icon-01#005 Alfred Pennyworth from outside the game in a square adjacent to The Batcave on click #3.  The Batcave is assigned to that character at no cost.  After actions resolve, deal this character 1 unavoidable damage.

R200-THE-BATCAVE_1

The Batcave Computer has a range of eight squares and the Sharpshooter combat ability.  It also has a trait called Security Defense System.  With this trait, Batcave Computer can’t be targeted by opposing characters more than four squares away.  Also, Batcave Computer’s combat values can’t be modified or replaced.  When other friendly characters are on the map, the Batcave Computer may only attack adjacent characters and characters that have attacked it since its last turn.  When all other friendly characters have been defeated, Batcave Computer may target opposing characters regardless of range or line of fire.  Finally, Batcave Computer can’t be healed.

Batcave Computer begins its dial with two clicks of Penetrating/Psychic Blast and a pair of 11 attack values.  It also starts with two clicks of Invulnerability and a pair of 17 defensive values.  In its damage slot Batcave Computer has Shape Change on its first click and a damage value of 4.  Starting on its second click, Batcave Computer gains a short run of Plasticity but loses Shape Change.  A short run of Toughness replaces Invulnerability starting on Batcave Computer’s third click.

Mid-dial, Batcave Computer gains a special power called Controlled Explosion, which lets it use Pulse Wave.  When it does, friendly characters named “Alfred Pennyworth” are not affected by this use of Pulse Wave.  On the back end of Batcave Computer’s dial, it regains Plasticity for two clicks, then picks up Quake on its last two attack slots.

Both Batcave Computer and Alfred Pennyworth have the Batman Ally and Hypertime team abilities.

Again, The Batcave HeroClix Resource is the grand prize for the winner of your store’s No Man’s Land Month Six OP event.  We hope you’ve enjoyed playing in the No Man’s Land Organized Play series!

Categories
DC HeroClix: No Man's Land organized play Preview

DC HeroClix No Man’s Land: Gotham City Waterfront!

Greetings HeroClix Fans!

Today we take a look at the penultimate territory up for grabs during month five of the DC HeroClix: Batman No Man’s Land Organized Play series, the Gotham Waterfront!  Maps for the Gotham Waterfront are included in the Month Five OP kits for the No Man’s Land OP series.  Like the previous maps in the series, Gotham Waterfront features pre- and post-quake sides.  (Click on images below to enlarge.)

DC2012_GothamWaterfront-Map

The Gotham Waterfront (pre-quake) is primarily an outdoor map that features two docked cargo ships, plenty of storage bins that provide elevated or hindering terrain, and water terrain (naturally).  There are also two warehouses which create indoor terrain.  The majority of each starting area are tucked behind a warehouse.  For those players who like to engage in battle quickly, between each warehouse and cargo ship is a two-square wide strip of clear terrain that runs the entire length of the map.

Between the warehouses on the Gotham Waterfront map are a few rows of cargo containers that create elevated terrain.  There’s also a strip of hindering terrain made by stacks of wooden crates.  Inside each warehouse are mazes of more stacked crates that provide elevated terrain.  Oil drums and forklifts offer hindering terrain inside the warehouses.  The cargo ships themselves create clear grounded terrain and feature a lone square of elevated terrain on the bow (front).  On one ship, there are crates and oil drums that offer some hindering terrain.  The other ship has storage bins that create elevated terrain.

DC2012_GothamWaterfrontPC-Map

The biggest changes to the Gotham Waterfront (post-quake) map involve the warehouses and cargo ships.  The earthquake has caused both ships to collide into one another and has ignited blazes inside both warehouses.  Two Gotham City Police Department boats have arrived and offer some clear terrain on which to fight.  The once-clear grounded area between the two warehouses has become treacherous, with parts of the pier falling into the water.

Like the other maps in the No Man’s Land OP series, the Gotham Waterfront has a suggested scenario that is included on the instruction sheet for the Month Four 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 Gotham Waterfront (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.”

Adding to the destruction of the Gotham Waterfront’s landscape are orange squares that have replaced some of the hindering and elevated terrain on the ship and inside the warehouses.  The orange squares have special rules for play:  “Orange squares are fire terrain.  These squares are treated as blocking terrain and can’t be destroyed.”

Again, prior to the event players must declare their allegiance to one of the six No Man’s Land gangs:  GCPD, Batman, Joker, Two-Face, Killer Croc or Black Mask.  Each gang is represented by its own unique symbol.  At the completion of the event, the gang with the most accumulated event points has conquered the Gotham Waterfront for their gang and tags that location on the laminated Gotham City map with their Gang Token.  Our global No Man’s Land Gotham City map presently shows the GCPD in the lead with Killer Croc’s gang rounding out the standings.  Can Killer Croc capture the Gotham Waterfront or will the GCPD extend its lead?  We’ll find out next time; same Bat time, same Bat channel!

Thank you for joining us today for this special DC HeroClix: No Man’s Land map review!  Please join us in a few weeks as we amuse you by revealing the final territory of the No Man’s Land OP series!  HA-HA-HA-HA-HA!

Categories
DC HeroClix: No Man's Land organized play Preview

DC HeroClix No Man’s Land: Robinson Park!

Greetings HeroClix Fans!

Three down, three to go!  We begin the home stretch for DC HeroClix: Batman No Man’s Land Organized Play by taking a look at the territory up for grabs during month four, Robinson Park!  Maps for Robinson Park are included in the Month Four OP kits for the No Man’s Land OP series.  Like the three previous maps in the series, Robinson Park features pre- and post-quake sides.  (Click on images below to enlarge.)

DC2012_RobinsonPark-Map

Robinson Park (pre-quake) is an outdoor setting that features an abundance of trees, bushes, and a few well-placed benches which provide hindering terrain.  Both starting areas have some foliage within their boundaries but not enough to become a true hindrance.  Near the center of the map is a gazebo which provides a small elevated platform for ranged attacks.

Another piece of elevated terrain appears near the gazebo in the form of the roof of an enclosed botanical garden.  Water fountains are also found near both elevated structures and offer small sections of water terrain.  On the opposite side of the map from the botanical garden are a wooden foot bridge and a small pond that provides more water terrain.  Nearby, a pair of statues offers some blocking terrain.

DC2012_RobinsonParkPC-Map

Robinson Park (post-quake) retains most of its basic layout but now drawing lines of fire becomes a lot trickier.  Several sinkholes have formed on one end of the map and have ravaged the starting area on that portion of the map.  Now, the majority of the map that was considered elevation level 1 is now level 2.  The sinkholes are now designated as elevation level 1.  The roofs of the gazebo and botanical garden are now elevation 2.  Some of the sinkholes also contain small sections of water terrain.

Poison Ivy’s green thumb is evident throughout Robinson Park as strange plants have sprouted and provide blocking terrain.  The pond near the foot bridge is nearly devoid of water.  Bizarre roots and vines snake their way across the pathways, creating a nightmarish landscape in which to traverse.

Like the other maps in the No Man’s Land OP series, Robinson Park has a suggested scenario that is included on the instruction sheet for the Month Four 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 Robinson 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.

Again, prior to the event players must declare their allegiance to one of the six No Man’s Land gangs:  GCPD, Batman, Joker, Two-Face, Killer Croc or Black Mask.  Each gang is represented by its own unique symbol.  At the completion of the event, the gang with the most accumulated event points has conquered Robinson Park for their gang and tags that location on the laminated Gotham City map with their Gang Token.  It seems the Joker’s Gang is currently in the lead on our global No Man’s Land Gotham City map but can they capture Robinson Park?  Stay tuned!

Thank you for joining us today for this special DC HeroClix: No Man’s Land map review!  Please join us in a few weeks when we tour another territory in Gotham City!

 

Categories
DC HeroClix: No Man's Land Preview

DC HeroClix No Man’s Land: Gotham City Power Plant!

Greetings HeroClix Fans!

As we gear up for month 3 of the  DC HeroClix: Batman No Man’s Land Organized Play event, we bring you the next territory your players will do battle for, Gotham City Power Plant.  Like previous maps, the Gotham City Power Plant will be included in Month Three Organized Play (OP) kits for use in your store’s No Man’s Land OP series, and like the 2 previous months maps, it features pre- and post-(earth)quake sides. (Click on images below to enlarge)

 DC2012_PowerPlant-Map

Gotham City Power Plant (pre-quake) is a multi level map that depicts the power plant and the swamp area near it.  One player has their starting area in the swamp area.  Bushes will provide cover as their force moves in on the power plant, and patches of water will make movement more challenging for figures that don’t have a means to move through it with ease.   As this force gets into the middle of the map, concrete singles dry land at last, and a truck parked off to the side will provide one more bit of cover before the climb up the face of the power plant itself is made on one of two ladders.

Down the left side of the Gotham City Power Plant (pre-quake) map is an alleyway, with two power line structures as areas of blocking terrain.  On the right side of the roof of the power plant (level 2 of the map) are a few smoke columns as blocking terrain.  Running down the roof, near the middle is another, higher roof (level 3 of the map).  It is accessible by a ladder on either side of it, and has a square of hindering terrain, as well as two more power line structures as blocking terrain.  To the left of this roof, is a larger open space on level 2 with some HAVC units as hindering terrain.  The second player will start along the back of the roof, on both levels 2 and 3.

 DC2012_PowerPlantPC-Map

Gotham City Power Plant (post-quake) retains some of the elements on one end of the map, and something rather different on the other.  The power plant itself has suffered destruction that has ripped a chunk out of the middle.  Level 3 remains unchanged, and both ladders to access it are intact, as is the area to the right with the smoke stacks.  Level 2 now has a small path around level 3 to the left, with some rubble to climb to the next level.  The starting area on this end of the map now occupies 3 levels.  A small bit of roof has rubble to climb up it, and the area of level 2 on the left of the map now has rubble to climb up to it at 2 points, as well as the ladder still at the end.    The concrete area of the map is unchanged.

The swamp area of the Gotham City Power Plant (post-quake) map has been replaced with raised platform structures offering levels 2 and 3 on this end of the map as well, and the player starting on this end of the map will start on both of them.  The right corner of this end of the map features a throne area on level 3, with columns of blocking terrain around its edge and stairs on the front and left side.  To the front and left of this is an area with more columns of hindering terrain, as well as stairs in the front and to the left down to level 1.  Along the back, level 2 continues to the left, with a raised platform of level 3 in front of it.  The area in front of the truck features a platform that has areas of level 2 and 3 on it.

Like the previous months maps, Gotham City Power Plant has a suggested scenario that is included on the instruction sheet for the Month Two 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 Wayne Manor (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.

As with previous No Man’s Land tournaments, prior to the event players will declare their allegiance to one of the six No Man’s Land gangs:  GCPDBatmanJokerTwo-FaceKiller Croc or Black Mask.  Each gang is represented by its own unique symbol.  At the completion of the event, the gang with the most accumulated event points has conquered Gotham City Power Plant for their gang and tags that location on the laminated Gotham City map with their Gang Token.

Thank you for joining us today for this special DC HeroClix: No Man’s Land map review!  Please join us next time when we take another look at a key battleground in Gotham City, in the meantime be sure to check back next week and see who is in the lead for Month 3 on our global No Man’s Land Gotham City map!

 

Categories
DC HeroClix: No Man's Land Preview

No Man’s Land: Wayne Manor Map Preview

Greetings HeroClix fans!

As the first month of the DC HeroClix: Batman No Man’s Land Organized Play series winds down, we are pleased to give you a look at the next territory up for grabs, Wayne Manor Grounds!  Maps for Wayne Manor Grounds are included in the Month Two Organized Play (OP) kits for the No Man’s Land OP series and, like Blackgate Prison from Month One, feature pre- and post-quake sides.

Wayne Manor Grounds (pre-quake) is a spacious, single-level map that depicts the approach to the front doors of wealthy playboy Bruce Wayne’s home, along with portions of the manor’s interior.  The starting areas for both players are on opposite ends of the map.  The exterior of the map is dominated by a driveway that surrounds a large water fountain.  A limousine and a sports car are parked by the fountain and provide patches of hindering terrain for cover.  There are also statues that line the driveway and are marked as blocking terrain.  Wayne Manor Grounds is an outdoor AND indoor map, with enclosed patios found to each player’s right side.  The astute player will note there are sets of stairs on two corners of the map that connect to Wayne Manor’s interior.  The Wayne Manor map is included in the DC HeroClix: Batman Fast Forces pack.

DC2012_WayneManorGrounds-Map

Post-quake, Wayne Manor Grounds retains most of its layout but now a chasm has split the map in two, revealing portions of the Batcave and forming a lower level where battles can still be fought.  This should create some interesting scenarios with respect to lines of fire and positioning.  One of the trees has overturned but still provides hindering terrain.  Of the four statues that lined the driveway, only one remains.  The sports car, sadly, is buried in the rubble but fear not as the limousine appears untouched!  In addition, Wayne Manor Grounds is now entirely an outdoor map.  The stairs that connected Wayne Manor Grounds to the Wayne Manor map have become squares of blocking terrain.

DC2012_WayneManorGroundsPC-Map

Like last month’s Blackgate Prison map, Wayne Manor Grounds has a suggested scenario that is included on the instruction sheet for the Month Two 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 Wayne Manor (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.

Again, prior to the event players will declare their allegiance to one of the six No Man’s Land gangs:  GCPD, Batman, Joker, Two-Face, Killer Croc or Black Mask.  Each gang is represented by its own unique symbol.  At the completion of the event, the gang with the most accumulated event points has conquered Wayne Manor Grounds for their gang and tags that location on the laminated Gotham City map with their Gang Token.

Thank you for joining us today for this special DC HeroClix: No Man’s Land map review!  Please join us next time when we take another look at a key battleground in Gotham City!

Categories
DC HeroClix: No Man's Land Preview

DC HeroClix No Man’s Land: Blackgate Prison!

Greetings HeroClix Fans!

As everyone prepares for their DC HeroClix: Batman No Man’s Land event, we thought it time to show the Gotham City map and tokens that will be used in your stores as your players fight to control Gotham City, as well as show off the first battlefield they will be using. Prior to your first event, your players will declare their allegiance to one of the six No Man’s Land gangs.  The available gangs to choose from are GCPD, Batman, Joker, Two-Face, Killer Croc or Black Mask, each represented by their own unique symbol.  They are now fighting for turf on behalf of their chosen gang! In the Month One OP kit is a map of Gotham City with six sections identified as No Man’s Land territories.

Each month, the OP kit for that month will contain maps of that month’s territory, and your players will battle on those maps for control of that territory.  At the completion of the event, the gang with the most accumulated event points has now conquered that territory for their gang, and tags that location on the Gotham City map with their Gang Token. It is important to keep a running total of accumulated event points for both your players and their chosen gang.  At the end of month 6 of the No Man’s Land Organized Play series, the Gang with the most territory wins a special prize for the three gang members with the most points. The first territory up for grabs in the No Man’s Land OP series is Blackgate Prison, and will be played on the Blackgate Prison (pre-quake) map. (click on image to enlarge)

The Blackgate Prison (pre-quake) is a fairly open, two level map.  Both players starting areas are in cell blocks on the elevated level, and more cells line the walls on the outside edges of the maps.   All cells contain a square of hindering terrain.  The middle of the prison block is a level lower with two “bridges” running across it the short way.  Stairways are in all four corners of the lower level, somewhat protected by the elevated terrain. Each month, the map for that month will have a suggested scenario for it, to represent the pre-quake and post-quake change of the territory being fought for. Quake : At the end of each players turn, that player rolls 2d6.  On a result of 3 or less, replace this map with the Blackgate Prision (post-quake) map.  Characters are places in the same square they currently occupy on the new map.  Any character that now is illegally placed is dealt 1 unavoidable damage and moved to the next closest square it can occupy by its controller.

The Blackgate Prison (post-quake) map has the same basic lay out.  Most of the lower level has now been flooded and is now water terrain.  Both “bridges” have now sustained damage and can’t be traversed without some help.   The walkway on the second level around the cell block has also taken damage from the quake and is no longer a continuous path.  Fallen debris has created a few more ways for grounded characters to move between elevations. (click on image to enlarge)

The special text on both maps reads: “Orange squares are Bridge Terrain. Bridge Terrain is elevated terrain (Level 2). Characters occupying grounded terrain that draw a line of fire to a game element that occupies the same elevation ignore the Bridge Terrain and anything occupying the Bridge Terrain for line of fire purposes. Characters that begin to move on a lower elevation ignore the Bridge Terrain for movement purposes; these characters cannot end their movement in a square of Bridge Terrain unless they can use a game effect that allows them to ignore elevation for movement purposes or move through a square of elevation level 2 terrain immediately prior to moving into Bridge Terrain.”  This allows for some very interesting maneuvering and battlefield control tactics as players will vie for line of fire and the “high ground” during their matches.

Thank you for joining us today for this special DC HeroClix: No Man’s Land map review! Good luck to all of the Gangs out there as they battle for supremacy in Gotham City!

Categories
DC HeroClix: No Man's Land Preview

DC HeroClix No Man’s Land: The Utility Belt & Gas Pellets!

Greetings HeroClix Fans!

November is finally here and that means the DC HeroClix: No Man’s Land Organized Play series is almost upon us as well!  To energize the HeroClix community, today we take a look at Batman’s famous Utility Belt, which players will be able to build and customize with monthly participation prizes as they battle for control over Gotham City! (click on images to enlarge)

Players can customize the Utility Belt to suit their needs during gameplay.  The Utility Belt costs 7 points, plus an additional point if the costume slot is active and another point for each of the six Utility Belt Item slots that will be active for the game.  At least one Utility Belt Item slot must be active.  The Utility Belt is assigned to a character when you build your force.  The assigned character is the only one that can use the Utility Belt’s effects and when the assigned character is KO’d, the opponent scores the Utility Belt.

Once forces are revealed, you may attach a Utility Belt Costume  if the costume slot is available.  You may also attach Utility Belt Items  to any available slots.  Again, all this is done BEFORE the game begins but AFTER you’re had a chance to see your opponent’s force!  The Utility Belt can be customized with any Utility Belt Items you have available but you can’t add more than three of any specific Utility Belt Item.  The costumes and belt items grant the assigned character powers and abilities as described on their resource cards.  When a Utility Belt Item is used, remove it from the Utility Belt.

Let’s take a look at one of the Utility Belt Items.  (We’ll talk about the Utility Belt again in a moment.)

The participation prize available during the first month of the No Man’s Land Organized Play series is the Gas Pellets/Smoke Grenade, which can be used as either a resource that is attached to the Utility Belt or as a relic.  One side of the Gas Pellets/Smoke Grenade card has the Gear  symbol and is numbered #S101.  Flip the card over and the Utility Belt Item  symbol and #R101 are shown instead.

When used as a relic, Gas Pellets/Smoke Grenade has a point value of 3 and requires a roll of 4-6 to place the item on a character’s card and use its abilities.  A character with Gas Pellets/Smoke Grenade can use Smoke Cloud.  When it does, after actions resolve it can be given a move action as a free action with a speed value of 4.

When Gas Pellets/Smoke Grenade is used as a Utility Belt Item, you may give the assigned character a power action to use Smoke Cloud until your next turn as a free action.  In addition, when the hindering terrain markers from the Smoke Cloud are removed, each opposing character occupying or adjacent to any of the removed hindering terrain markers is dealt 1 penetrating damage.

Let’s get back to talking about the Utility Belt, shall we?  The Utility Belt has a green starting line on its dial.  At the end of your turn, if the assigned character was given a non-free action, roll a d6 that can’t be rerolled and turn the Utility Belt to the right that number of times.  If a numbered special power is revealed while turning the dial, immediately stop turning it.

To the left of the Utility Belt’s stat slot are the Utility Belt Item , Air Drop , and Combo  symbols.  When a number is shown in the Utility Belt Item slot, if an item in that slot is used this turn, it is not removed from the Utility Belt.  When a number is shown in the Air Drop slot, if the slot is active but empty, at the beginning of your turn you may attach any available Utility Belt Item to that slot.  Mid-game, if you find that your opponent’s force has a weakness for which you didn’t anticipate, the Air Drop slot allows you to bring in the Utility Belt Item you need from outside of the game and add it to your Utility Belt.

When numbers are shown in the Combo slot, if the character uses a Utility Belt Item from one of the indicated slots, it may use an item in the other slot as a free action as long as the two items are not the same.  In addition, the slot may show a power or modifier.  When this happens, the character can use the displayed power and modifies all of its combat values by the amount shown!

Thanks for reading!  Please join us next time as we reveal more secrets from the upcoming No Man’s Land OP series.  Until then, keep your Clix off their KOs (and don’t shake The Joker’s hand)!

Categories
Announcements DC HeroClix: No Man's Land

Who Do YOU Tag For? The DC HeroClix: No Man’s Land Facebook Contest!

A 7.6 magnitude earthquake has leveled Gotham City, transforming it into a lawless wilderness–a “No Man’s Land” of anarchy completely cut off from the outside world.  

Can you survive long enough to champion, or conquer, the ruins of Gotham City?

 

Greetings HeroClix Fans!

In celebration of the Fall release of DC HeroClix: Batman and the No Man’s Land storyline event, we are pleased to announce an opportunity for our Facebook fans to win some great prizes from the WizKids Games office in New Jersey.  Winners will be selected weekly and awarded with some cool HeroClix product that we’ve discovered squirreled away in our office!  So, how do you enter?

It’s easy to participate:

  • Choose one of the six Cover banner images below, and declare your allegiance by posting it as your Timeline cover image
  • “Like” and share our “Choose Your Tag” Facebook post (found here: www.facebook.com/wizkids) on your Facebook page
  • Share your declared allegiance (“I’m tagging for the Joker”, “I tag for the BAT”,  etc…) on our ”Choose Your Tag” Facebook post

Be sure to leave your cover image up as we will be checking periodically and awarding participating members of our Facebook community that fulfill the above criteria!

Not on Facebook? Join now and find us at www.facebook.com/wizkids! Good luck everybody!

Here are the Cover banner images (click to enlarge, right-click to save and use):

Choose the Bat-Family:

 Choose Black Mask’s Gang:

Choose the G.C.P.D.:

Choose The Joker’s Gang:

Choose Killer Croc’s Gang:

Choose Two-Face’s Gang:

Declare your allegiance and proudly tag for your Gang! Press your friends into service and make your Gang the strongest in Gotham City! Can you survive No Man’s Land or will you be crushed by another Gang? Join the fight for Gotham City this November with the release of DC HeroClix: Batman and battle your way through the next HeroClix Storyline event: No Man’s Land!

Categories
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!