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Marvel HeroClix: Superior Foes of Spider-Man Strategy Article

Marvel HeroClix: Superior Foes of Spider-Man – Sinister Syndicate Team

Greetings HeroClix Fans!

Today we have a team building and strategy article featuring villains with the Sinister Syndicate keyword from the new Marvel HeroClix: Superior Foes of Spider-Man set.

The recent trend in set and figure design has been to create more figures with character-specific utility at lower point costs to give players greater options in standard 300 point format games. This creates an endless array of combinations even if we stick to certain well represented keywords for team building. The Sinister Syndicate keyword is one such example.

There are 20 figures in the Superior Foes of Spider-Man set alone that have the Sinister Syndicate keyword. Here we’ll highlight some of those figures to build a team that uses those numbers to its advantage, demonstrates the value of the strategic use of supportive powers, and highlights the fun of powers that give characters a certain comic-accurate flavor.

First, here is what the team build looks like, point values listed before the character:

80        Doctor Octopus
65        Stilt-Man (with 4 total leg extensions)
50        Scorpion
50        Norman Osborn
35        Overdrive
10        Thug
10        Thug

Sideline- (65 Green Goblin)

300 Total points
+7 to Initiative Map Roll, 3 uses of Themed Team Probability Control

Right away we see that 7 characters is a huge force to be fielding. With an initiative bonus of +7 you should be picking the map in most games. For this team you’ll want a map that keeps things close together and limits long range fire, as most of these characters will do their best work if you can keep opposing figures within 5 squares of them. In a 300 point game you should almost always be making the most of your 3 actions per turn; whether that means using Overdrive and his Charged Up vehicle to move around 4 teammates or making use of the smartest Thugs ever (more on those later). You should have enough options available to overwhelm even the toughest opponents with sheer numbers. Also note that one of the features that helps this team work so well together is that most of them have the Sinister Syndicate team ability, which lets you share an unmodified attack value between adjacent friendly characters, if they both have the ability. You can even have a chain of friendly characters with the ability and share the same value among all of them. Don’t forget to share Doctor Octopus’ starting 11 attack value with the likes of Stilt-Man or Scorpion or even Norman Osborn!

Let’s get to the strategy.

Marvel HeroClix: Superior Foes of Spider-Man - Sinister Syndicate - Thug

Starting with the most basic of building blocks, let’s take a look at the pair of lowly Thugs. We see their trait Always For Hire lets this team qualify as a Themed Team, even though they lack the Sinister Syndicate keyword on their card. The only benefit they do not receive is that they cannot be given action tokens to use the Themed Team Probability Control. The fact that they each have four clicks of life for 10 points, however, makes our team leader much more interesting, and threatening!

Marvel HeroClix: Superior Foes of Spider-Man - Sinister Syndicate - Doctor Octopus

The Many-Armed Menace Doctor Octopus, using his attack special Mentally-Controlled Tentacles, can stand right behind his two Thug bodyguards and still make close attacks using Giant Reach: 3. He can ignore any character bases for line of fire, softening the target up so the Thugs can have a better chance of hitting something or he can stand in front and block for his teammates, with a solid 18 defense value with Energy Shield/Deflection, while making use of his Sinister Mastermind special on damage that gives him Leadership and Outwit. Additionally, up to two friendly adjacent characters can use Outwit as a power action. With up to 3 Outwits, you can lock down quite a few nasty powers your opponent is throwing at you.

Marvel HeroClix: Superior Foes of Spider-Man - Sinister Syndicate - Overdrive

Shifting gears to talk about team mobility, positioning on the battlefield is paramount when running so many figures. Overdrive’s trait The World Is My Getaway Vehicle allows him to turn a standard object into a vehicle that can carry 4 friendly characters as a free action, as referenced on the bottom of his card. On turn one you can get your team into position, then place an object right in front of your starting area and be sure Overdrive is close to it. Give him a free action to turn the object into a Charged Up vehicle and then you can use an action to become its pilot. The new vehicle can now carry up to 4 friendly characters 11 squares, ignoring hindering terrain as vehicles inherently do, and Sidestep an additional 2. Don’t forget the other updated rules for vehicles: you can give the vehicle a free action to copy the attack and damage values of its pilot and a free action to copy one of the pilot’s attack or damage powers. In the case of Overdrive, that means making use of Empower so Doc Ock, Stilt-Man, and Scorpion make the most out of Giant Reach. You can have the Doc and his Thugs and either Scorpion or Norman all along for the ride. Stilt-Man is too big to fit in the passenger seat however. Speaking of Stilt-Man….

Marvel HeroClix: Superior Foes of Spider-Man - Sinister Syndicate - Stilt-Man

With the few extra attachments for an additional 15 points, giving a total of 4 Leg Extensions, Stilt-Man will have the Colossal damage symbol. The Colossal symbol offers up several advantages like Giant Reach: 3, bonuses for breakaway rolls, but especially his special damage power Colossal Retaliation: Hydraulic Leg Smash. Stilt-Man has the potential for a free attack when a friendly character is damaged by an opponent’s attack. When you do use it, do your best to place him next to Overdrive to benefit from Empower and/or a chain of characters connecting him to Doctor Octopus to borrow his 11 attack value. What more can you ask for from your secondary attacker?

Marvel HeroClix: Superior Foes of Spider-Man - Sinister Syndicate - Scorpion

With our next Sinister Syndicate attack piece, you might be noticing a theme within a theme that is using nimble positioning to take excessive advantage of Giant Reach: 3. Scorpion emphasizes that mobility with his Scorpion Suit movement special, giving him the use of Leap/Climb and Sidestep. His damage special Tail Whip really makes him a close combat threat with the aforementioned Giant Reach: 3 and Close Combat Expert. Again, with the right teamwork, Overdrive’s Empower and the Octopus’ sharable 11 attack put Scorpion over the edge. We have one more supporting role figure bankrolling this team to wrap it all up, Norman Osborn.

Marvel HeroClix: Superior Foes of Spider-Man - Sinister Syndicate - Norman Osborn

Keep Norman in the shadows and you’ll have another source of Outwit, a sneaky ranged attack harasser, and your best option for using your 3 Themed Team Probability Controls. Going beyond the obvious, we can make use of his trait, Still Wearing The Mask Underneath, that lets him choose a power possessed by a Green Goblin figure on your sideline. So for reference….

Marvel HeroClix: Superior Foes of Spider-Man - Sinister Syndicate - Green Goblin

You have two excellent options for Norman to copy just with his alter ego’s two specials on defense and damage. You could pick Everyone’s A Pawn giving him Mastermind and Toughness and allowing you to dump the damage he receives onto your Thugs to keep him around. You could also pick A Team…Of Incompetents I Have To Show The Way giving him Enhancement and Perplex, both of which could help your Octopus and his pair of Thugs land some ranged attack damage if the opponent is happening to stay out of your (Giant) reach.

Old Webhead and his friends have their work cut out for them if they want to stop whatever evil plans this Sinister Syndicate team is hatching. Boosted attacks and damage, long close combat reaches, convenient mobility options, a possible 4 Outwits, extra metal appendages all over the place, and just the fun factor of unleashing this much chaos on the map in a 300 point game.

The Marvel HeroClix: Superior Foes of Spider-Man set is now available at your FLGS so be sure to pick up your boosters today!

Until next time, outwit the defense and put it all into damage!

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Marvel HeroClix: Deadpool Preview

Marvel HeroClix Deadpool: Bullseye!

Greetings HeroClix Fans!

In today’s Marvel HeroClix: Deadpool preview, we bring you a sinister villain who once masqueraded as an Avenger! During Norman Osborn’s Dark Reign, this assassin and enforcer came into conflict with Deadpool and both were lucky to survive the experience! Of course, we could only be talking about Bullseye!

 036-bullseye

As the World’s Greatest Marksman (in his mind at least), Bullseye possesses the Improved Targeting combat ability allowing him to ignore the effects of hindering terrain, other characters, and even adjacency when making ranged combat attacks! Combined with his early-dial Running Shot and 8 range with three targets, World’s Greatest Marksman almost assures that Bullseye will always have a valid target within range!

Bullseye also begins the game with Precision Strike which guarantees that he will do at least one click of damage to his target, and should he miss (unlikely, we know) his Probability Control ensures that he gets another shot (no pun intended)!

While the first half of Bullseye’s dial seems to be more focused on sniping his foes and whittling them down, his late-dial is almost dedicated to dishing out a lot of damage! Mid- to late-dial, Bullseye switches tactics slightly and trades in Precision Strike for Energy Explosion and picks up Ranged Combat Expert for a few more options as well!

Defensively, Bullseye is made for running up to his enemies and making ranged combat attacks point blank with little fear of reprisal thanks to his Combat Reflexes! (which adds +2 to Bullseye’s defense in close combat)  Late-dial, Bullseye picks up Super Senses allowing him to potentially avoid attacks altogether!

With extremely competitive and consistent combat values and a fantastic offensive power set, Bullseye is a great addition to any HeroClix force at only 110 points.  The Assassin, Dark Avengers, and Thunderbolts keywords ensure that Bullseye can contribute some ranged muscle to theme teams as well!

That’s all we have for today, but be sure to join us next week for a pair of bail bonds-agents turned Heroes-For-Hire! Until then, keep your Clix off their K.O.’s!

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Marvel HeroClix 10th Anniversary Preview

The New Color of Evil: the Green Goblin!

Greetings HeroClix Fans!

This August fans everywhere will be celebrating 10 years of Marvel HeroClix with (the aptly named) Marvel HeroClix: 10th Anniversary set.  Marvel HeroClix: 10th Anniversary is a standalone set of 24 ALL-NEW, unique sculpts and dial designs for 12 fan-favorite Marvel Comics’ characters.  Each character has early- and modern versions that are connected via a special Battlefield Promotion game mechanic.  This special Battlefield Promotion ability allows the early appearance version of the character to transform into its more modern era counterpart.

We continue our series of previews for the Marvel HeroClix: 10th Anniversary set as we visit Spider-Man’s most fearsome arch nemesis: the Green Goblin! 

 The Green Goblin #004 is inspired by one of the most loved versions of the character, from Marvel HeroClix: Fantastic Forces, Norman Osborn #201Green Goblin begins play taking the fight to your opponent with Running ShotWillpower will allow Green Goblin to act again next turn with no fear of pushing damage.  On his second click, and continuing into his mid-dial, Green Goblin gets some solid use of his 6 range with two targets while throwing pumpkin bombs as he gains a string of Energy ExplosionOutwit will allow Green Goblin an advantage by denighing use of a key power to your opponents force, and Toughness will protect him from some return fire.  Denigh denigh

Late-dial, Green Goblin shows how hard to pin down he is with two closing clicks of Leap/Climb.  Willpower is back as he shows that he is willing to push himself to the limits to get his rival.   Green Goblin also breaks out his knock out gas in the form of Incapacitate for the rest of his dial.

Green Goblin has the Celebrity, H.A.M.M.E.R., Scientist, and Thunderbolts keywords, giving him plenty of theme team options.  For 75 points, Green Goblin is a solid secondary attacker with some great crowd control powers, and multiple targets to use them.

As with all classic appearance figures in the Marvel HeroClix: 10th Anniversary set, Green Goblin possesses a Battlefield Promotion ability;  “Battlefield Promotion: Green Goblin: When Green Goblin hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, you may replace this character with Marvel HeroClix: 10th Anniversary  #018 Green Goblin on the same click number.”

Not too shabby at all.  Now let’s take a look at Green Goblin #018.

This Green Goblin is so focused on destroying Spider-Man, that whenever he is on the map, (friendly or opposing) Green Goblin gets +1 to his attack and -1 to his defense via his trait, appropriately called I Will Kill the Arachnid!   Green Goblin begins play using Running Shot to take the action to the opposing force.  His special power, Goblin’s Tricks, allows Green Goblin to use Super Strength, and Energy Explosion, with the added benefit that damage dealt is penetrating.  With two targets at 5 range, this power can cause some mayhem!  Toughness will protect Green Goblin from counter attack.  On his second click, Green Goblin starts showing his mad genius as Outwit shows up for a couple of clicks.

Mid-dial, Green Goblin gets knocked off his goblin glider and gains Earthbound.  While off his glider for two clicks, he trades his special power for a run of Blades/Claws/Fangs.  Green Goblin exchanges Outwit for Perplex, and switches to Energy Shield/Deflection for defense.

At the end of his dial, Green Goblin gets back on his glider and uses Charge to go head to head with his opponent, still utilizing Blades/Claws/Fangs, while Perplex will help his attack or defense.   Green Goblin gains Plasticity on his last two clicks to keep his foe close to continue to use Blades/Claws/Fangs, or make it easier to get away to set up for the return of his Goblin’s Tricks special power.  Willpower makes sure Green Goblin doesn’t take pushing damage as he goes out fighting.

The modern Green Goblin possesses the Sinister Syndicate team ability, sharing his attack value with friendly figures using this team ability.  Green Goblin also has a plethora of keywords to fit onto theme teams, if that is your thing, including Dark Avengers, H.A.M.M.E.R., Scientist, Sinister Syndicate, and Thunderbolts.  At 117 points, Green Goblin will be a great asset to any force he is included on.

Thanks for joining us today, be sure to check back again soon as we continue to spotlight more exciting content from upcoming HeroClix releases!