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DC HeroClix: Batman Classic TV Preview

DC HeroClix Batman Classic TV: Batman and Robin!

Greetings HeroClix Fans!

On last week’s bat-citing preview, from the upcoming DC HeroClix: Batman Classic TV set, The Dynamic Duo swung into action. This week will Batman and Robin escape from the death traps set before them? Will Batman have a Bat-device for every Bat-ocassion? Will Robin say Holy? Let’s slide down to the Batcave and see!

 001-Batman

We see that both Batman and Robin have the same trait as The Dynamic Duo, which makes it so all attack rolls of double threes, fours, fives or sixes on close combat attacks are critical hits.

Batman has two starting lines; his veteran line is 100 points and starts with Charge and Precision Strike. Batman has a special defensive power called “A Bat-tool For Every Bat-ocassion”. When Batman is the target of an attack, Batman may choose a color of a standard power the attacker can use. Batman can use the defensive power of the chosen color until your next turn. There are a wide range of positive possibilities, if Batman is targeted by an opposing character that can use Blades/Claws/Fangs then Batman would be able to use Super Senses. Holy evade the attack, Batman!

Batman has another special power called “Discover Your Fiendish Plot – and Foil It”, this will allow Batman to use Outwit and Perplex.

Batman’s experienced line costs 50 points and starts with Plasticity, Precision Strike, and Close Combat Expert. Batman will still have the use of his special defensive power. On Batman’s last two clicks he will be able to use Sidestep and Super Senses.

 003-Robin

Robin, the youthful ward of Batman, can use Improved Movement and ignores characters. Like Batman, Robin has two starting lines; his veteran line is 50 points and starts with Charge and Combat Reflexes.

On click 2 Robin gains a special power called “Holy ______, Batman!”. You may give Robin a free action and choose an opposing character within 6 squares and line of fire. Choose a power action, a close combat action, or a ranged combat action. If the chosen character is given that type of action during its next turn, that character immediately modifies its combat values by -1 for that turn if not already modified by this effect and you may remove an action token from Robin. Robin can also use of Close Combat Expert.

Robin’s experienced line costs 25 points and starts with Leap/Climb and Combat Reflexes. On click number 5 Robin now gains the use of Flurry and Energy Shield/Deflection. On Robin’s 6th and final click he can also use Support.

Batman and Robin work well together when team building as they share 4 keywords – Batman Family, Gotham City, Martial Artist, and Police. Batman also has 2 addition keywords with Celebrity and Detective.

Batman and Robin are candidates for the GCPD Additional Team Ability, for just 2 points per character. At the beginning of your turn, if they have no action tokens they may be given a move action as a free action, with a speed value of 4.

Thanks for reading and although that is all for today, be sure to check back for more from the upcoming DC HeroClix: Batman Classic TV set; same Bat-day, same Bat-website.

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DC HeroClix: Batman Classic TV Preview

DC HeroClix Batman Classic TV: The Dynamic Duo!

Greetings HeroClix Fans!

Holy HeroClix Combat Dials! Boy, do we have whopper of a preview for everybody today!

We’re pleased to kick off previews from the upcoming DC HeroClix: Batman Classic TV set.    This set will feature 16 figures of characters from the show, including 11 classic villains, some of whom perhaps you never thought you would see in HeroClix!  And what better way to kick things off than with the stars of the show, The Dynamic Duo!

016-Dynamic-Duo

Aptly enough, this Duo has two starting lines, one each at 150 and 100 points.   They have two traits and an improved movement power called Don’t Be Alarmed, We’re Here On Official Business, which allows them to ignore Elevated terrain for movement purposes.  One of their traits is called BIFF! BANG! POW!, which makes it so all attack rolls of double threes, fours, fives or sixes on close combat attacks are critical hits.

The second trait on The Dynamic Duo is called Batman Vehicles – Batcycle, Batcopter, Batboat.  This trait allows The Dynamic Duo to choose the Standard Transporter, Flier Transporter, or the Swimmer Transporter at the beginning of their turn if they occupy their starting area.  They possess that combat symbol until they take damage, and they may only choose each one per game.

On the first half of their dial, The Dynamic Duo can take they fight right to an opposing figure with Charge.  On these clicks, they possess a special power on their defense slot called The Bigger They Are, Robin…  This special power allows The Dynamic Duo to use Super Senses, and, when they are targeted by an attack, they increase their defense value by the attacker’s printed damage.  As an added bonus, this power can’t be ignored or countered.

On their first three clicks, The Dynamic Duo can counter a key power on an opposing figure with Outwit.  A click into the dial, they pick up a string of Quake, allowing them to attempt to break up groups of opposing figures.

At this point in the dial is the 100 point start line.  It has most of what has been on the dial up to this point, Charge, Quake and the The Bigger They Are, Robin… special power.   New to the dial of The Dynamic Duo is Close Combat Expert, allowing them to pummel a foe for more damage, increase their attack to make sure they hit their target, or a little of both.  After this click, The Dynamic Duo switch up their power set.

First up, Toughness will provide damage reduction for the rest of their dial.   And Perplex will allow them to modify one combat value by + or – 1, before switching back to a closing click of Close Combat Expert.  Also at this point in the dial is a special power that will be on the rest of their dial.  Called Chaotic Fistfight, this power lets The Dynamic Duo use Energy/ Shield Deflection.  Also, when The Dynamic Duo miss with a close combat attack, they can roll a d6 for each adjacent opposing character in any order you choose.  On the first result of 5 or 6, The Dynamic Duo can use the Duo Attack ability as a free action against that character.

As a Duo figure, The Dynamic Duo can split into Batman or Bruce Wayne, and Robin or Dick Grayson.   The Dynamic Duo also has a large selection of keywords to allow them to be played on many theme teams, including Batman Family, Detective, Gotham City, Martial Artist, Pilot, and Police. 

That’s all for today, but be sure to come back soon as we continue to explore figures from the upcoming DC HeroClix: Batman Classic TV set; same Bat-day, same Bat-website! 

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DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: Skitter!

Greetings HeroClix Fans!

For today’s preview from the upcoming DC HeroClix: Teen Titans set, we take a look at a figure from the most recent version of the Teen Titans.  She’s a metahuman insectoid brought unto the team by Red Robin, Skitter!

048-Skitter

Skitter  has an Improved Movement combat ability appropriately called Skittering, allowing her to ignore both Elevated and Hindering terrain, as well as characters for movement purposes.  Skitter begins play lashing out at an opposing figure with Charge.  Once in position, she can use her printed damage, or opt to try for more damage with her multiple arms in the form of Blades/Claws/Fangs.  Defensively, Skitter has the opportunity to evade an attack with her scary looks, represented by Shape Change.  If an opposing figure makes a successful attack, her exoskeleton will protect her, as Impervious will allow her to reduce damage or ignore it out right.  Skitter’s next click sees Shape Change and Impervious replaced with Invulnerability, as she now relies on her hard shell for protection.

Mid dial, Skitter gains a special power called Webbing, allowing her to use Plasticity.  Also, characters can’t break away automatically from Skitter, or use Improved Movement: Characters while adjacent to her.   This special power will be on all clicks except her last.  Another click into her dial and Skitter shows her strong arms aren’t just for cutting as she now has Super Strength to grab an object with which to hit a foe.    Skitter has the ability to deliver a piercing blow as Exploit Weakness will make her damage penetrating.   Also at this point, Skitter again changes damage reducers to Toughness, as her shell has been weakened.

On her last click, Skitter goes into a regenerating cocoon.   She has printed 0 for movement, attack and damage, and again uses Impervious, paired with a 19 defense, to defend herself.  She also has a special power called Cocoon Healing, which can’t be countered, allowing her to use Regeneration.

Skitter can be played on theme teams using the Teen Titans and Monster keywords.  She possesses the Teen Titans team ability, which combined with her special power, can make her a useful healing battery for other friendly figures using this team ability.  She also becomes a solid tie up piece with the ability to deal some solid damage through most of her dial.  At 104 points, there will be plenty of room for support for her on your force.

That is all for today.  Come back soon as we continue to preview figures from the upcoming upcoming DC HeroClix: Teen Titans set!

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DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Nightwing!

Greetings Heroclix Fans!

Today we will continue our previews of the upcoming DC Heroclix: Teen Titans set by swinging over to Blüdhaven to take a look at its protector, Nightwing!

 022-Nightwing

Nightwing has an Improved Movement power called “Flying Grayson” which allows him to ignore elevated terrain, hindering terrain, and other characters for movement purposes.  Nightwing also possesses  a Trait called “Call If You Need Help, Bruce which grants Nightwing the Batman Ally team ability if another character on your force possesses it!  This potential second team ability (along with his Teen Titans team abilty he already possesses) only increases Nightwing’s versatility, and is certainly a consideration when teaming him up with characters from his Batman Family past.

At 110 points, Nightwing’s dial begins with an 8 movement Charge, 11 attack, 17 defense with Super Senses, and a 3 damage with the special power “A Leader and a Detective”.   This special power says Nightwing can use Leadership and Outwit. If an opposing character within 4 squares is given an action to use Perplex, Nightwing and adjacent friendly characters modify their defense by +1 until your next turn.”   This special power means your opponents will have to think twice about if and when they want to use Perplex when Nightwing is around! Nightwing loses Charge but gains Incapacitate and Combat Reflexes with a 17 defense value on his second click.

Two clicks in, Nightwing has the option of an 80 point value dial, and begins again with Charge but retains the Incapacitate, Combat Reflexes and his special damage power from his second click. Nightwing’s dial than alternates between Combat Reflexes and Willpower the rest of his dial. Nightwing gets Close Combat Expert Middial as well as Flurry. Nightwing also ends his dial with two clicks of Outwit.

Nightwing can also be attached to the T-001 New Teen Titans Team Base. When attached to the Team Base and his image is shown on the Asset Dial, you can use Outwit. Additionally only adjacent characters can target them with Outwit. Nightwing brings a lot to the table to help out any teams with the Batman Family or Teen Titans keywords.

Thanks for joining us today and please keep checking back as we show you more of the DC Heroclix Teen Titans set. Until next time, keep off those K.O. clicks!

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DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Robin, Kid Flash, Changeling and Starfire!

Greetings Heroclix Fans!

Today we continue our preview of the New Teen Titans Team Base from the upcoming DC HeroClix: Teen Titans set.  In our first article earlier this week, we took a look at the New Teen Titans Team Base, the new rules it brings to the game, and the asset dial.  We also took a brief look at another innovation to the game, SwitchClix, and saw how all of the figures work with the team dial.  And in our last article, we previews the three figures that come packaged with the team base, #063 Cyborg, #064 Raven and #066 Wonder Girl.    Today we bring you the remaining four members of the New Teen Titans team base, all of which come in the standard five-figure booster packs.

First up, the New Teen Titans fearless leader, Robin!

001-Robin

The first thing you’ll notice about Robin is that he has an Improved Movement ability called Bat-Training, which allows him to ignore hindering terrain and characters for movement purposes.  Robin also has two point value starting lines for double the fun!

Robin’s 75-point level starts with a special power, Bat Tricks, which give you a choice at the beginning of your turn:  Robin can use Incapacitate this turn, or Robin can use Smoke Cloud as a free action this turn. This allows Robin to either help lock down an enemy team or create cover for himself and his allies, which is going to be helpful with his starting Charge movement power.  Robin also has Combat Reflexes and Leadership on his first click, which changes to Willpower and Outwit on his second.

Robin’s 50-point level starts out with Flurry, Super Senses, and Outwit.  Later on the dial Robin gets Close Combat Expert, Combat Reflexes, and his special power Bat Tricks comes back.  You may have also noticed that Robin has two team abilities, Batman Ally and Teen Titans.  For theme-team play, Robin also has the Batman Family and Teen Titans keywords.

And when attached to the T-001 New Teen Titans (or T-005 Teen Titans), Robin’s image on the asset dial allows his team to use Outwit, and making it so only adjacent opposing characters can use Outwit against them.

Speaking of Teen Titans, what’s that blur over there?  Looks like it’s Kid Flash!

002-KidFlash

Kid Flash also has two point values, and his 90-point value starts out with a 12 movement and Hypersonic Speed.  Kid Flash also starts with Super Senses and Perplex.  Except for Perplex, all powers repeat on his second click.

Kid Flash’s 50-point value starts out with Hypersonic Speed as well, but he also has Willpower to act two turns in a row without taking pushing damage.  Kid Flash’s Hypersonic Speed quickly changes into a special speed power called Faster Than Fast, that will be on the rest of his dial.  This special power says Kid Flash can use Phasing/Teleport. When he does, after actions resolve, he may make an attack as a free action that causes knockback and gives a hit character an action token.  This allows him to knock figures into other team members for tie-up like his buddy, Changeling.  Kid Flash has Combat Reflexes on his last couple of clicks, as well as a couple of clicks of Perplex sprinkled through the 50-point portion of his dial.

Kid Flash, like his allies, has the Teen Titans tam ability to allow him to share clicks of health with friendly adjacent figures using this team ability.  Kid Flash can be played in theme with his fellow Teen Titans, thanks to his only keyword.

Next up, the teams’ resident jokester and shape shifter, Changeling!

038-Changeling

Changeling has a trait called Morph: Beast Boy which states, “Give Changeling a move or close combat action that deals no pushing damage.  After the action resolves replace him with any character with this trait on the same click number.”  This allows the 60-point Changeling to become more versatile on your force, being able to switch to different power sets and stats as needed.

Changeling’s first click starts out with Plasticity, Toughness, and Shape Change allowing him to hold down enemies for his team mates to take care of.  His next click shows his special damage power which is called One Form to Another.  One Form to Another allows Changeling to use Charge and Close Combat Expert, and when he uses Charge he can use Improved Movement: Characters!

Changeling keeps this special power as he gains Earthbound, losing him the Flier combat ability, Super Strength, and Combat Reflexes in the next section of his dial.  All these powers combine to make him a solid close-combat threat.  Changeling ends his dial with Blades/Claws/Fangs, giving him the potential to deal lots of damage, and Willpower, allowing him to act without fear of pushing damage.

Changeling can be played in theme on teams built around the Animal, Doom Patrol, and Teen Titans keywords.  Also, as do all his allies on the Teen Titans, he has the Teen Titans team ability.  Changeling can be attached to T-001 New Teen Titans, and when his icon is showing, his team can use Shape Change.

And finally, we look to the sky and see another Teen Titan, Starfire! 

047a-Starfire

Starfire starts out with a trait called True Love which says “When Starfire is adjacent to a friendly character named Nightwing, modify Nightwing’s defense value by +1 if not already modified by this effect.”  Starfire starts out with a special defensive power called Tamaran Princess which says “Starfire can use Energy Shield/Deflection and Invulnerability”.  Starfire also starts out with Running Shot, to take the fight right to an opposing force, and Energy Explosion, pairing nicely with here printed 8 range and 2 targets.  Shape Change will allow her to attempt to avoid being targeted by an opposing figure.   On her second click, Starfire gets Ranged Combat Expert.

Mid-dial, Starfire gets Poison, to deter some opposing figures from moving adjacent to her, and Toughness will provide some damage reduction.  A couple clicks of Charge also come onto her dial in this area.  Shape Change also returns for a couple of clicks to provide an extra layer of protection.

Starfire also ends her dial with Pulse Wave and Energy Shield Deflection.  Starfire also have Indomitable making her 137 points of pure Teen Titan power.  Starfire also has the Teen Titans team ability.  She can be played on theme teams with her Cosmic, Teen Titans, and Warrior keywords.  When attached to T-001 New Teen Titans, her icon on the Asset Dial allows the use of Defend and the Flight ability.

This wraps up our first set of previews for the upcoming DC HeroClix: Teen Titans set.  But don’t worry, there are plenty more previews to come, including more Team Bases, more Teen Titans, classic Titan villains, Young Justice, Fearsome Five, N.O.W.H.E.R.E., Ravagers and so much more! Until next time, keep your Clix off their K.O.’s!

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DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Cyborg, Raven, and Wonder Girl!

Greetings HeroClix Fans!

Today we continue our previews of the upcoming DC HeroClix: Teen Titans set.  In our last article, we took a look at the New Teen Titans Team Base, the new rules it brings to the game, and the asset dial.  We also took a brief look at another innovation to the game, SwitchClix, and saw how all of the figures work with the team dial.  As promised, today we dive into the figures that come packaged with New Teen Titans Team Base, and their SwitchClix dials.  We shall start off with the mechanical man with the genius level IQ, Cyborg!

063-Cyborg

As a mentor and long-standing member of the Teen Titans, Cyborg starts out his dial with Running Shot.  Since this guy works so well with others, we see some Enhancement, and knowing Cyborg will be in the fight, he rounds out his top click with some Toughness to help reduce some damage.  On his second click, he loses his Running Shot but gains Penetrating/Psychic Blast, which is sure to bust through the toughest of opponents, along with some Perplex , which will help out with stat modification either on himself or the enemy.

On clicks 3 and 4 Cyborg has Leap/Climb, which will easily help him to reposition during the game, and Energy Shield/Deflection will help protect him from ranged attacks.

In his late dial, Cyborg has all the powers from the front of his dial again, laid out in almost the same way, but ending in a click of Regeneration  to hopefully keep Cyborg in the fight to save the world.

Cyborg has a 6 range with 2 targets and the Teen Titans team ability, which will allow him to either heal himself or help out follow Teen Titans team members.  Coming in at just 103 points, he also has the Robot and Teen Titans keywords to help with some fun theme team building.

For Team Base use, Cyborg attaches to T-001, New Teen Titans, and his image on the Asset Dial, when it appears and should you choose to use it, will make it so his team base can’t be the target of opposing figures Probability Control.

Next on our Teen Titans list is a character whom we last saw in Dc HeroClix: Icons, Raven!

064-Raven

Raven has the Wing speed symbol, granting her both the Carry and Flight abilities, along with the Mystics and Teen Titans team abilities.  Raven also has a Wild Dial, accessible by a power in her dial.

Raven’s first two clicks are exactly what we would expect of her, with Phasing/Teleport and high movement, giving her the option to carry a friend where they are needed most. She has a 6 range and can use Barrier for a couple of clicks.  Probability Control will allow Raven to manipulate dice rolls to her benefit, while Support) will allow her to take advantage of her allies with the Teen Titans team ability, and both powers rotate back and forth down her dial.

In her mid-dial, we see what makes Raven daddy’s little darling with a defensive special power called Daughter of Trigon. This will allow Raven to continue to use Barrier but when this click is revealed you must stop turning the dial and roll a d6; on a result of 5 or 6 turn Ravens dial to click 7.  We’ll get to click 7 in a bit.

If you don’t have to turn her dial, Raven picks up Stealth and a special attack power called I See Your Fears…, which will help Raven evade an attack by letting her use Super Senses when her attacker has one or more action tokens.  Raven finishes out her dial with Willpower overlapping with her Support and Phasing/Teleport, still backed with her 6 range, giving her a lot of options in the late game.

Now what happens if you do have to turn her dial to click 7?  You reveal Trigon’s Daughter.

Raven’s movement slot gets a special power called The Darkest Magic, which allows her to use Phasing/Teleport. Your opponent will also have to determine if attacking her is worth it, as when she deals unavoidable damage with the Mystics team ability, she now deals 2 unavoidable damage, instead of 1.

This click of Raven’s dial opens up with an 11 attack, 3 damage, and Penetrating/Psychic Blast (Find Your Weakness), which is sure to crack the strongest of foes. Her 18 defense is covered with Energy Shield/Deflection, giving her a 20 defense to hit from range.  Then, if an opposing figure does manage to roll high enough to hit, she still has Probability Control to force a reroll.  Good luck?

On click number 8, Penetrating/Psychic Blast is replaced with Pulse Wave giving Raven the ability to target and damage all figures within 3 squares of her. On clicks 9 and 10, we see her I See Your Fears… special power return along with gaining Mind Control, potentially allowing her to control an opposing figure for an action.  On defense, Raven changes to Toughness to help with reducing any damage she may end up taking.  She also gains some late dial Shape Change, which will hopefully stop an opponent from being able to target her with an attack all together.

At a mere 96 points Raven’s dial looks like a lot of fun. With Mystical and Teen Titans as her keywords she should be easy to play on a theme team that would benefit from her unique dial.

Raven can also attach to T-001 New Teen Titans, and her image on the Asset Dial allows New Teen Titans to use Regeneration, when their team base is not adjacent to an opposing character.

Finally in today’s trio of Teen Titan goodness, we have Donna Troy (aka Wonder Girl)!

065-WonderGirl

First, let’s take a look at Wonder Girl’s trait, which is called Trying to Lead By Example. This will allow her to use Leadership, but only when she has 1 or more action tokens.  With Ms. Troy coming in at 135 points it should be easy to find a gaggle of other Teen Titans or Amazons, her two keywords, who would benefit from her Leadership. Wonder Girl has the Wing speed symbol and the Indomitable combat ability, allowing her to use Willpower, helping her get more use out of her Leadership trait.  And like the other Teen Titans previewed today, Wonder Girl has the Teen Titans team ability, allowing her to share health with friendly, adjacent figures.

Wonder Girl starts out with 2 clicks of Charge with a 10 square movement allowing her to bring the pain. Her top click has an 11 attack and Quake letting her target multiple adjacent opponents with 2 damage and knock back.  Magic Bracelets is the defensive special power on her Wonder Girl’s first 3 clicks, letting her to use Invulnerability and Energy Shield/Deflection. This will give her the ability to reduce damage while at the same time making it harder for her to be hit with ranged combat attacks.

Wonder Girl will switch from Quake to Super Strength on clicks 2 through 4, overlapping with some Flurry on clicks 3 and 4.  Wonder Girl loses the special defense power after click 3 and gains some good ole straight-up Invulnerability, which will continue to help her reduce damage.

In her late dial, Wonder Girl regains Quake and picks up some Plasticity.  Not only will this help her to break away, if need be, but more importantly, will keep adjacent opponents right next to her so she can pound them with her Close Combat Expert.  Wonder Girl always has the ability to reduce damage dealt finishing out her dial with 2 clicks of Toughness.

Wonder Girl also can be removed from her SwitchClix base and added to T-001 New Teen Titans, and her icon on the Asset Dial allows the team to use Super Strength, as well as the Flight ability.

That is all for today, but be sure to come back Friday as we continue to look figures from the upcoming DC HeroClix: Teen Titans, specifically the last four figures that round out the New Teen Titans Team Base.  Until then, Shape Change for the Win!!

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DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: The New Teen Titans Team Base!

Greetings HeroClix Fans!

Today we kick off previews for the next set, DC HeroClix: Teen Titans!  What better way to start than by showing off the two new innovations to HeroClix, the SwitchClix base and the new Team Dial mechanic.  Today, we’ll get familiar with how these dials work and the stats and combat abilities of a Team Dial, and in the next couple of articles, we will look at the bulk of the dials for the characters.  With this in mind, let’s start off than with a titular Team Dial, straight off the cover of the classic Marv Wolfman and George Perez run of the same name, New Teen Titans!

NTT Team Base

First, Team Dials are on a 2×4 base in most cases, or on a 2×2 dial for smaller teams.  New Teen Titans is on a 2×4 base.  Team Bases will generally come with 1 or 2 figures, and in either case, the rest of the figures for a team will be packed in the regular 5 figure boosters.  It’s important to note that the 2×4 Team Dials in this set will be playable right out of the package, and that the New Teen Titans Team Base comes with three figures!

The Team Dials have a new Team combat icon as well as an Asset Dial.  On the 2×4 base, the Asset Dial will be on one side of the Team Base and the normal dial with powers and combat stats will be on the other.  For a 2×2 Team Base, the Asset Dial will be a separate standard size click dial.

Looking at the back of the New Teen Titans character card, we see that Team Dials are defined as the following: “Characters with the new Team combat icon symbol are Teams.  A Team has locations on it where figures from corresponding SwitchClix bases can be placed.  Each such character is called a team member.” 

Let’s begin by taking a look at #T001 New Teen Titans Team Base and use the three SwitchClix figures that come with it (#063 Cyborg , #064 Raven, and #065 Wonder Girl.) as examples for this exercise.

NTT Team Card - Back

 

Force Construction

“When you add a team to your force, you must pay the cost of the team.  For each team member that begins the game attached to the team, increase the point value of the team by 5 points.  A team must have a minimum of 3 characters (15 points) attached at any given time unless a game effect says otherwise.  Each team member attached to the team must have an asset ability listed on its character card whose icon matches the icon of the asset ability listed on the team’s character card.  Team members begin the game attached to the team while their SwitchClix bases may be included in your sideline.  Teams and team members can’t be assigned resources, can’t roll to pick up a relic, can’t become a pilot of a vehicle unless a game effect specifies otherwise.” 

The New Teen Titans Team Dial costs 465, 365 or 265 points to play.  Let’s go with the experienced level, which uses the 365-point Team Base.  Cyborg, Raven and Wonder Girl cost 103, 96, and 135 points, respectively.  But since they will be added to the Team Base and since you can’t have fewer than 3 members, they each cost 5 points.  This brings our total to 380 points.  We’ll also add Robin, Kid Flash, Changeling, and Starfire to bring the total to an even 400 points and include all team members; however, for this article we’ll only focus on the three team members that come with the Team Base.

If you choose to play Cyborg separate when you construct your force, with all other figures attached to the New Teen Titans, the Team Dial will now cost 395 points, and you must pay Cyborg’s 103 points, allowing you to have a force at 498 points.  The downside to this is Cyborg cannot be attached to the New Teen Titans, and the New Teen Titans would not be able to use the Cyborg ability on the Asset Dial.  More on that in a bit.

Also of note is that there are a few characters in the set that are named on more than one Team Dial, but have a specific figure for each Team Dial.  Take Cyborg, for example.  There are two different versions of Cyborg in the set, each from a different point in his career, and unique to a specific Team Dial.  Robin, however, will work on two different Team Dials.

All figures that you wish to include as part of a team start the game attached to the Team Dial.  But don’t worry; we’ll get to letting a figure do its own thing in a bit.  Also, your Team Dial and the figures that split off can’t be assigned resources, pick up relics or pilot vehicles.  A Team Dial gets its own special abilities that do make this worthwhile:

“The Team combat icon symbol also grants the following abilities.  None of these abilities can be countered.  If this character uses Earthbound/Neutralized, it can still use these abilities:

1 – Working Together

“Give this character a power action and it may be given one action as a free action for every 100 points or fraction thereof of its point value.  These free actions may be used for any action, but you may only give the character up to 1 move action, up to 1 power action, up to 1 close combat action, and up to 1 range combat action.  Any number of these free actions may be used to make either a close or ranged combat attack.”

Since we are using the New Teen Titans Team Base at 400 points, we can give it a power action to make 4 free actions as listed above.  As an example, Doctor Light is adjacent and has done 2 damage to New Teen Titans, so they are on click #7.  New Teen Titans can make a close combat attack against Doctor Light, be given a power action to use Running Shot, make a ranged combat action with its 7 range and Penetrating/ Psychic Blast, and then may take a move action to get to where it will be in the best position for next turn.

2 – Practiced Maneuvers

“This character can use Improved Momvement: Elevated and Characters.  This character may occupy squares of different elevation.”

Team Bases have the Improved Movement ability and ignore elevated terrain and characters. This means they never need to roll breakaway and once they are moving they don’t need to stop when they become adjacent to an opposing character.  Team Bases are also the first figures in the game that can be on more than one elevation at a time.

3 – Solo Adventure

“Give this character a power action, remove any team member from the team and insert it into its SwitchClix base.  The character is placed adjacent to the team on its SwitchClix base turned to the first click number color that matches the team’s current click color.  If removing the team member from the team would mean that the total point value of removed team members exceeds the point value of the team, then the team member can’t be removed.  When a removed character has multiple starting lines, its point value and starting line are considered to be the first starting line other than an orange starting line preceding the click it is on when placed on the map.”

A power action can be given to New Teen Titans to have a team member leave the dial.  This can be as a normal power action, or the power action you are allowed to take as one of your four free actions from the Working Together ability. Cyborg, Raven and Wonder Girl can all be removed from the Team Dial, one power action at a time, since they add up to 334 points and are below the 400 points the New Teen Titans dial costs as we are using it. Beyond that, no other figure can be removed or the point total off the Team Dial will exceed the point total on the Team Dial.

4 – A Team Reunited

“Give this character a power action when it is adjacent to a character that was a team member earlier in the game.  Remove the character from its SwitchClix base, place it on the team and remove the SwitchClix base from the map.”

This one is easy enough; a power action can be given to the Team Dial to reattach a figure.

5 – Team Coordination

When counting characters for a themed team do not count the team as a character, instead each team member counts as a character.  At the beginning of the game when a team is part of a themed team, choose: Themed Team Probability can be used normally or it can’t be used and the team can use Probability Control.”

When using the New Teen Titans Team Dial with all 7 members attached, you get +7 to your map roll on a Teen Titans theme team (the only keyword this Team Dial has).  At the beginning of the game you have to choose to give a Team Dial Probability Control, or use the normal rules of Theme team PC.

NTT Team Base

 

NTT Team Card - Front

NT Combat Dial

And now, let’s have a look at the New Teen Titans dial.  First off, New Teen Titans have a trait called Titans, Together Forever, which makes it so they can’t be targeted by Mind Control or Penetrating/Psychic Blast if all team members are attached.  This makes the Invulnerability on the first couple of clicks, as well as all damage reducers on the dial, that much better.

New Teen Titans begin play able to use Charge to take the fight right to an opposing figure and do their printed 4 damage, or choose to use their bigger base size to move into adjacency with more characters and use Quake.  On their second click, New Teen Titans get a couple of clicks of their first special power, Not Sidekicks Anymore, which allows you to choose at the beginning of the turn to use Outwit, Perplex or Probability Control for this turn.  Around this point in the dial, Invulnerability is replaced with Super Senses as New Teen Titans attempt to avoid attacks.  On the last click of this section of dial, Plasticity will allow New Teen Titans to keep adjacent opposing figures locked in place so they may pummel them with Close Combat Expert. 

At this point in New Teen Titans’ dial is their Experienced 365-point starting line.  This section continues powers already present on the dial, as Plasticity, Super Senses and Close Combat Expert are all still on the dial.  The second click sees a small stretch of Toughness to reduce a bit of damage.  The next click sees New Teen Titans switch tactics to a more ranged combat power set as Running Shot allows some move and attack, and Penetrating/ Psychic Blast with a 7 range will make sure damage sticks.  The Not Sidekicks Anymore special power also returns to the dial at this point.

This power set will continue to start the 265-point Rookie starting line of New Teen Titans, along with a new defensive special power called Training Every Weekend at Titans Tower, which allows the use of both Toughness and Combat Reflexes.  This special power works well as New Teen Titans goes back to a close-combat orientated dial with the return of both Charge and Quake.  The Not Sidekicks Anymore special power sees its last click for a bit in this stretch of dial as well.  The next stretch of dial changes close combat tactics as Plasticity will make break away harder for opposing figures as they can pummel away harder with Close Combat Expert.  Invulnerability returns after a long time off the dial.

At the end of their dial, New Teen Titans again focuses their attack with primarily range-based powers as both Running Shot and Penetrating/Psychic Blast will cover the rest of the dial.  A couple clicks of the Training Every Weekend at Titans Tower special power will protect them, before a closing click of regular Toughness shows up.  Also on their last click is one more click of the Not Sidekicks Anymore special power.

The Indomitable combat ability will allow New Teen Titans to act two turns in a row without fear of pushing damage.  For theme team play, New Teen Titans only have the option of using the Teen Titans keyword to build around, but in a set named for them, there will be plenty of figures available to use.

Now let’s take a closer look at something both distinguishes Team Bases and makes them an exciting play experience, Asset Dials!

NTT Asset Dial

The Asset Dial

“A team base has a second dial called an Asset Dial.  This may be a second dial on the team’s figure base or an accompanying dial.  The Asset Dial begins the game on the green starting line.  The opening will show: (a) asset icons matching to the team members that make up the team, (b) the Team combat symbol or (c) special powers.”

The standard combat dial on a Team Dial does a fairly good job of representing what a team like the New Teen Titans can do, but it is hard to get the individual abilities of characters captured and still have the dial be effective, so we came up with the Asset Dial.  This extra dial lets the individual characters on a Team Dial have a chance to stand out, while still making the Team function.  The Asset Dial will give access to up to 2 icons at a time, whether they are team members, the team itself, or special powers.  Referring back to the character card, we see this:

“When asset icons appear, the team can use the asset abilities referenced by each of those icons so long as the corresponding team member is attached to the team.  When the Team combat icon appears, you may choose any member attached to the team and use the asset granted by that character’s icon.”

For example, if Starfire, Changeling and Robin are all attached to the Team Dial, on click #1 of the Asset Dial, Robin and Starfire are showing, so the New Teen Titans can use the Flight ability, Defend, and Outwit, and only adjacent figures can use Outwit against them.  On click #3, Wonder Girl and the Special Power icon are showing, so New Teen Titans can use Super Strength and the Flight ability, and their special power, We Go Where We’re Needed, that says to give New Teen Titans a power action and place them adjacent to the highest point opposing character, then make a close combat attack as a free action.  On click #15, Changeling and the Team combat icon combat ability are showing, so New Teen Titans can use Shape Change, as well as any team member ability.

“Asset abilities can be countered as if they were a combat ability.  At the end of your turn, you may roll a d6 and turn the asset dial that many times to the left.  If the Team combat icon icon is showing at the end of your turn, this roll is required.”

It is important to remember that an opposing figure can use Outwit to counter these abilities.  If you like the click you are on, you can choose to remain there, so you continue to have access to those abilities.  Or, at the end of your turn, you may roll a d6 to get abilities that will be more useful.  If the Team combat icon ability is showing at the end of your turn you must make this d6 roll.

NTT Asset Dial

As good as the New Teen Titans dial is, the Asset dial can enhance it and make it better as more of the required Teen Titans are attached to the team base.  As the icons for the necessary character come up, (or the Team combat ability to access any attached character ability) the power or ability stated for them can be used.  So what does each team member bring to the New Teen Titans? 

The Changeling icon allows New Teen Titans to use Shape Change.  The Cyborg icon says that New Teen Titans can’t be the target of opposing characters’ Probability Control.  The Kid Flash icon allows New Teen Titans to use Hypersonic Speed and when they do, modify their speed value by +2.  The Raven icon says that when New Teen Titans are not adjacent to an opposing character, they can use Regeneration.  The Robin icon allows New Teen Titans to use Outwit and only adjacent characters can target them with Outwit.  The Starfire icon lets New Teen Titans use Defend and the Flight ability.  The Wonder Girl icon lets New Teen Titans use Super Strength and the Flight ability.

The Team Ability icon (marked with an “I”), called We Go Where We’re Needed says to give New Teen Titans a power action and place them adjacent to the highest point opposing character, then make a close combat attack as a free action.

This is a lot to absorb today as we introduce the new Team mechanic and how it interacts with the new SwitchClix pieces.  And it has shown a hand full of Teen Titan figures on the Team Dial.  In the next two articles, we will show off the dials for all seven of these figures.  So be sure to check back as we preview more figures from the upcoming DC HeroClix: Teen Titans set!

T001-New-Teen-Titans

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DC HeroClix: Streets of Gotham Preview

DC HeroClix Streets Of Gotham: Robin!

Greetings HeroClix Fans!

As a special 12:12 12/12/12 bonus preview, we are happy to present figure #012 from the upcoming DC HeroClix: Streets of Gotham release, Robin!

012-ROBIN

The first thing we notice about Robin is the Improved Movement combat ability, allowing him to ignore both elevated and hindering terrain for movement purposes, allowing Batman’s young partner to maneuver effortless around the battlefield and get into the best position to lend a helping hand.  Speaking of helping, Robin’s Trait, Someday He Might Be Better than Me. allows the Boy Wonder to use (un-Outwittable) Perplex for his entire dial!

As if both of those elements weren’t enough, the Batman Ally team ability means that with proper placement, Robin will be very difficult to target by opposing figures, making the Boy Wonder all the more a valuable asset for your force!

Robin’s dial opens with Charge, which pairs nicely with his Improved Movement abilities.  Smoke Cloud allows Robin to lay down additional cover for his allies (especially if they also have the Batman Ally team ability) or to stymie his foes by hindering their line or fire or movement.

Mid-dial Robin changes tactics and becomes more close-combat focused as he picks up Flurry, while his previously empty (if such a thing could be said of a figure with a full dial of Perplex) defense clicks are replaced with Combat Reflexes for the remainder of his dial.  Finally, Robin ends his dial with two clicks of Outwit, which pairs incredibly with his Perplex (especially in Golden Age format games and the Brilliant Tactician feat!).

At 100 points, Robin may seem a little pricey for inclusion on your HeroClix force, but his efficient combat values, Batman Ally team ability, Improved Movement and Trait make him a great addition to any force, particularly Batman Family, Batman Inc, Detective, and Teen theme teams (thanks to his keywords).

We hope you’ve all enjoyed this latest look at DC HeroClix: Streets of Gotham and bonus preview.  Have a wonderful 12/12/12 everyone, and keep your Clix off their K.O.’s!

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DC HeroClix: Streets of Gotham Preview

DC HeroClix Streets of Gotham – Assassins Team Pack

Greetings HeroClix Fans! 

Today we begin our previews of the upcoming DC HeroClix: Streets of Gotham set by looking into one of the highlights of the set, team packs.  The team pack we show off today will highlight a group of assassins, one-a previously unclixed character, the second-a fan requested character not seen since DC HeroClix: Cosmic Justice, and the third-a fan favorite villain.

The first character in the team pack is the father of Cassandra Cain, the Black Bat, and is considered one of the world’s premier assassins, David Cain.   

David Cain begins play with a trait called Deadly Mentor, that says “As you reveal your force, choose a friendly character with a lower point value; David Cain can use Enhancement, Leadership, and Perplex, but he can only affect the chosen character. David Cain can use Shape Change when he is adjacent to the chosen character.” With his power set, and this trait, he will pair especially well with one of a number of figures with Sharpshooter combat ability that cost less than David Cain.  And speaking of the Sharpshooter combat ability, David Cain has it as well as the Indomitable combat ability, and Improved Movement: Hindering Terrain.

David Cain has a full dial of Stealth to keep lines of fire blocked to him, while still enjoying his full movement with his Shadowy Assassin titled Improved Movement ability.  As most opponents will have to base him to attack him, David Cain has Combat Reflexes to make him harder to hit.  Offensively, David Cain is going to make sure damage sticks weather from range or up close, with Exploit Weakness and Penetrating/Psychic Blast, backed with an 8 range and again, the Sharpshooter combat ability.

Mid-dial, David Cain starts planning his escape with Smoke Cloud, and loses printed defensive powers.  On his last couple of clicks, Outwit will allow him to deprive your opponent of a key power.

The Batman Enemy team ability will allow David Cain to share his solid attack values with other allies using this team ability.  At 76 points, David Cain will find a spot on many theme teams with the Assassin, League of Assassins, Martial Artist, and Soldier keywords.

A solid tie up piece or secondary attacker, made better by his trait, David Cain will shine with a lower point tie up piece of his own, for example the mother of Cassandra Cain, and early mentor of Tim Drake, Lady Shiva!

 

Lady Shiva begins play using her only click of Charge to take the fight straight to your opponent.  This plays very nicely with a couple of clicks of Blades/Claws/Fangs and her printed 11 and 12 attack values.  (Were you playing her adjacent to David Cain to make those attack values 12 and 13?)  Combat Reflexes, a printed 18 defense and careful placement will make Lady Shiva very challenging for your opponent to hit her back. 

Her second click sees a special power called The Leopard Blow – A Warrior’s Death.  This special power allows Lady Shiva to use Flurry, and when she does and rolls doubles, she deals penetrating damage.  This special power, along with Blades/Claws/Fangs and a 12 attack, gives Lady Shiva the ability to inflict serious damage!  At this point, Super Senses gives her the ability to avoid attacks.  Leap/Climb will allow Lady Shiva to reposition to where she will do the most good with ease.  At the end of her dial, Steal Energy can allow Lady Shiva to heal back to the middle of her dial.

Lady Shiva has plenty of theme team options with the Assassin, Birds of Prey, League of Assassins, and Martial Artist keywords.  With an aggressive power set, attack values that never see single digits, and at 67 points, earning her a Unique ring,  Lady Shiva can easily fit onto any team you choose to include her.

The last character in this theme pack is a villain who manipulated Cassandra Cain into taking over the League of Assassins and conspired with David Cain to cripple the meta-hero community, a master assassin in his own right, Deathstroke!

 

Deathstroke has an Improved Movement: Hindering Terrain ability, which works very well with his special power, that we will get to in a bit, as well the Sharpshooter combat ability, and the Indomitable combat ability.  The Calculator team ability will allow him to use the team abilities of other friendly characters, for example, David Cain from this team pack. 

Deathstroke begins play utilizing a special power called Attack From Cover, that allows him to use Stealth, and as long as he occupies hindering terrain, both Charge and Running Shot.  The ability to ignore hindering terrain per his Improved Movement ability called Know Your Terrain, is a huge asset to this special power working well.   A printed 6 range with 3 targets is a great combo to use with Energy Explosion.  A string of Perplex will allow Deathstroke to provide a stat boost (or decrease) where it will be most useful to himself or his allies.  An opening run of Toughness will allow Deathstroke to reduce a bit of damage.

Mid-dial, Deathstroke begins to see his power set shift as Blades/Claws/Fangs appears for a couple of clicks.  On his next click, all dial opening powers are replaced as Deathstroke becomes a bit of a close combat machine.  Pairing well with his B/C/Fs is Flurry, giving him the potential to deal a good chunk of damage.  A run of Combat Reflexes will make him more challenging to hit in close combat.  Outwit shows off Deathstroke’s ability to out think most opponents he comes up against.  The end of his dial sees Deathstroke able to deal penetrating damage in a couple of forms as Penetrating/Psychic Blast is on his last few clicks, and Exploit Weakness is on the closing click.  Leap/Climb at this point will allow Deathstroke to reposition to best utilize his attack powers, or beat a hasty retreat to use his end dial Regeneration. 

Deathstroke will be a great center piece on any theme team based around the Assassin, Martial Artist, Society, and Soldier keywords, or any team you want to take advantage of his wild card team ability.  At 147 points, there is room to add support figures to your force. 

Coming in at 290 points, this team pack is playable right out of the package, and will be a very efficient team with great combat values and power sets that compliment and work well with each other.  And, it can be used as either an Assassin or Martial Artist theme team.

That’s all for today.  Check back soon as we continue to preview figures from the upcoming DC HeroClix: Streets of Gotham and DC HeroClix: Batman sets!

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DC HeroClix: Batman Preview

DC HeroClix Batman: Batgirl!

Greetings HeroClix Fans!

Welcome to whole new week, which means we have another preview from the upcoming DC HeroClix: Batman set!  Today we shine the spotlight on a heroine who went from being the Spoiler to Robin, and finally donned the mantle of Batgirl!

Batgirl begins play able to get to where she will do her force the most good thanks to Leap/Climb.  Once in a good spot, a run of Perplex will allow Batgirl to modify a combat value to best help her team, her Electro-Magna-Gooperangs special power will allow Batgirl to use Energy Explosion with two targets, with the added benefit of giving an action token to any characters that are hit by this attack.  Lastly, Toughness will allow some damage reduction for the first half of her dial.

Late-dial, Batgirl can make multiple close combat attacks thanks to a helping of Flurry.  Willpower will allow her to act without fear of pushing damage in this part of her dial.  Batgirl also gains the ability to use Outwit on an opposing character within 5 squares of her due to a special power called In Contact With Proxy. 

Batgirl possesses the Batman Family, and Batman Inc keywords to give her a couple of theme team options, while the Batman Ally team ability will allow her the use of Stealth to keep her fairly well protected on her opponents turn.   At 71 points, Batgirl will be a useful support figure and secondary attacker on whatever force you choose to include her on.

Thanks for reading, and as always, be sure to check back soon as we preview more figures from more upcoming HeroClix releases!