Greetings HeroClix fans, and welcome to another look at the holidays as told through the eyes of the DC Comics HeroClix Universe!
One of my favorite traditions from years gone by were the annual crossover issues between JLA and JSA that brought the two teams together for the holidays. So, in a slight nod to those bygone years, we’ve constructed a couple of modern age teams from the JSA and JLA to compete. And since it’s the holidays, we’ll call this a HeroClix Snowball fight instead of a knock-down, drag-out superhero battle.
Up first is the JSA, a team formed during the height of the Golden Age of comic books, that transcended time, space, and the multiverse to persevere into the Modern Age of comics! Starting off our 300-point team is one of the namesakes from the DC Comics HeroClix: Superman/Wonder Woman set, Wonder Woman! At 7 clicks of life, the common version of Wonder Woman is a powerhouse at 100 points, possessing Charge, Sidestep, Super Strength, Impervious, Invulnerable, Defend, and Perplex. This Wonder Woman doesn’t have the Flight ability, but this can be solved by adding the Legion of Super-Heroes Flight Ring to your force and using her to try and pick it up.
Next, from the DC Comics HeroClix: Superman and the Legion of Super-Heroes set is Starman! Jack Knight is the epitome of the JSA, inheriting both the name Starman and the Cosmic Rod from his father Ted Knight, who served on the team in its original incarnation! Jack brings a natural range of 8 squares, giving him a huge view of the map, as well as the Flight ability. With that comes a swath of standard powers, including Running Shot, Force Blast, Telekinesis (great for moving Wonder Woman onto that Legion Flight Ring at the start of the game!), Pulse Wave, Perplex, and Ranged Combat Expert, amongst others. Those powers also lead the way to two traits. First is Star Rod and Jujitsu, which grants Starman the use of both Energy Shield/Deflection and Super Senses. In addition to that, when he is targeted with a close combat attack and either evades it or the attacker misses, the attacker is given an action token after actions resolve! His second trait, Pop Culture Collector, can be used after objects have been placed, allowing you to place any two objects in each other’s squares, and also modifies Starman’s relic rolls by +1.
Our final team member is a convention exclusive piece, and a Mystical member of the Society, Dr. Fate! A ranged attacker and support piece with a range of 8 squares, Doctor Fate is a powerhouse with a selection of standard powers that really lend themselves well to this team, Phasing/Teleport, Penetrating/Psychic Blast, Probability Control, Energy Shield/Deflection, Perplex, and Support. However, more important is his Agent of Order trait, which completely negates the use of special powers by opposing characters within 6 squares of Dr. Fate – including any standard powers used via special powers! Also not to be overlooked, is the good Doctor’s JSA and Mystics team abilities – Mystics, in particular, will be great for someone to wildcard onto if they pick up the Legion Flight Ring.
Don’t ignore the JSA team ability for this squad – by sharing a defense with an adjacent friendly character that has the TA, you’re able to utilize Wonder Woman or Dr. Fate’s higher defensive values in a pinch to shore up your team in a moment of weakness.
Of course, against the JSA in this super-powered snowball fight is the JLA! Our first team member is a super rare figure from the DC Comics HeroClix: The Flash set – the world’s stretchiest detective, the Elongated Man! A longtime member of the JLA in multiple incarnations, Ralph Dibny rivals Batman in deductive skill (but maybe not as much on the whole ‘grim-n-gritty’ aspect of it). Elongated Man is a really fun character to play, and offers some really unique combat options for your team. To start, he has Improved Movement, ignoring Elevated and Hindering terrain, as well as a natural range of 4 squares. His standard powers are what you’d expect Ralph to have – Stealth, Sidestep, Super Senses, and Perplex. But where Elongated Man really shines is with his special powers and trait. First, in his defensive slot, is the special power Closing In on a Suspect, which allows Ralph the use of Barrier, Combat Reflexes, and Willpower! Next is his special damage power, called My Nose is Twitching, which states that Elongated Man can use Outwit as if he had a range of 8 squares, and also gains Improved Targeting, ignores elevated terrain, hindering terrain and characters! Finally, Elongated Man’s trait, Gingold Soda makes him the ultimate tie-up piece, by giving him not only the use of Plasticity, but also making opposing characters within 2 squares and line of fire treat Elongated Man as adjacent for movement purposes!
Next up is an LE from DC Comics HeroClix: War of the Light, played at 90 points – the self-proclaimed greatest Green Lantern of all time, Guy Gardner! Guy is…well, Guy is Guy, and he does what you’d expect Guy to do – he’s brash, he’s hotheaded, and he never gives up on his team. He possesses the standard powers Charge, Sidestep, Precision Strike, Invulnerability, and Close Combat Expert amongst others, but really shows his versatility and value with his special powers and traits. His Get In Your Face speed special power allows Guy to use Charge and if he ends a move action adjacent to an opposing character, the move is a free action and he uses Battle Fury until the character is KO’d. He also has a special power called Will on his damage which allows him the use of Willpower, along with the ability to get out of being targeted by rolling a 4-6 on a d6 to use Outwit or Perplex. We close out Guy by looking at his traits. Up first is I’m Not Your Mule, Fuzzy Blue Elf! that lets Guy use the Carry ability on your first turn to move up to 8 characters, regardless of their combat symbols. He also possesses the Construct ability, which allows you to attach a construct to him by paying its point cost. This also gives you the option to swap out constructs by giving Guy Gardner a power action, replacing your currently attached construct with one of up to 2 points higher cost, or swapping it with one for a lower value as a free action.
Finally, we come to the rare prime from the DC Comics HeroClix: The Flash set, the Dark Flash! A time-displaced older verison of Wally West, the Dark Flash is a true powerhouse, possessing Hypersonic Speed, Sidestep, Toughness, Super Senses, and Shapechange as his standard powers. He also brings the Speed Force trait that allows you to add Speed Tokens to his card when moving at least 1 square and hitting 1 or more adjacent characters. The Speed Tokens, of course, increase Dark Flash’s speed value by the number of tokens on his card – but they also unlock his special powers. Up first is his attack special, A More Ruthless Flash. This power states that if Dark Flash has at least 2 Speed Tokens on his card, he deals penetrating damage. If he has at least 4 Speed Tokens, he can use Improved Movement, ignoring characters, elevated terrain, hindering terrain, and blocking terrain (destroying it as he moves through it). Finally, his special power on his damage called I’ve Learned How to Heal Myself, but I Leave the Scars, allows Dark Flash to use Regeneration as a free action if he removes a Speed Token from his card.
We added the Justice League: Silver Age Additional Team Ability to the squad, which states that once during each game, choose any team ability or opposing character. Each friendly character using this team ability modifies its attack value by +1 when attacking the chosen character or a character possessing that chosen team ability – super effective against a themed team!
There you have it, our DC Comics HeroClix JSA and JLA Teams! We hope you’ve enjoyed this look at our superpowered snowball fight featuring two of the signature teams from the DC Universe. From all of us here at WizKids, we wish you nothing but the happiest of experiences this holiday season, and hope the new year finds you well!