Categories
DC HeroClix: The Joker's Wild! Strategy Article

DC HeroClix: The Joker’s Wild! – Batman Enemies

Greetings HeroClix Fans!

For today’s team-building exercise, we bring you a quartet of Batman’s most dangerous foes from the DC HeroClix: The Joker’s Wild! set.  Since the Caped Crusader has such a large roster of villains, we’ll focus on the Knightfall storyline and head to Arkham Asylum to form a team of notable offenders.

Here’s our lineup of Batman Enemies, as part of a Gotham City Underworld keyword themed team:

105         Bane

50            Killer Croc

65            Two-Face

75            Firefly

295 total points

+4 to Initiative Map Roll, 3 uses of Theme Team Probability Control

Let’s start with Bane.

DC HeroClix: The Joker's Wild - Batman Enemies - Bane

As part of a dastardly scheme to break Batman’s body and spirit, Bane freed all the occupants at Arkham Asylum, forcing the Dark Knight through a gauntlet to recapture each inmate.  Bane’s long dial features only one standard power, Charge, on each click but he also has a solid set of combat values and a pair of traits that make him a dangerous piece.  Bane also has the Batman Enemy team ability, which lets him share his attack value with a friendly character using the same team ability.

The Batman Enemy team ability is the focus of Bane’s first trait, This Is How I Deal With the Bat, which lets him boost a character’s attack value by +1 for a close attack if they use the team ability to borrow Bane’s attack number.  The second trait, Venom Pump, lets Bane increase his attack and damage values and decrease the damage dealt to him according to the number of Venom tokens he uses.  But using Venom Pump has its drawbacks, so at the start of your turn, Bane is dealt unavoidable damage equal to the number of Venom tokens he’s removed.  Bane’s long dial and sturdy combat numbers, coupled with his traits, make him a viable ideal primary attacker.  You’ll want to choose Bane’s targets carefully, as the lack of defensive powers and the damage he’s dealt from his Venom Pump trait can quickly move him through his dial.

DC HeroClix: The Joker's Wild - Batman Enemies - Killer Croc

Next up is Killer Croc, who tussled with Bane in the sewers beneath Gotham City as payback for an earlier attack.  Unlike Bane, Killer Croc’s shorter dial features several standard powers (Charge, Sidestep, Blades/Claws/Fangs, and Toughness) along with a variant of the This Is How I Deal With the Bat, which provides a +2 attack value boost for close attacks against targets in water terrain.  Killer Croc’s power layout sees his potential damage output increase the deeper he gets into his dial.  At only 50 points, Killer Croc makes an interesting tag-team partner for Bane, particularly if you’re battling on a map that has water terrain, since he has the Swimmer speed symbol.

The Arkham Asylum breakout sees Batman working alone to corral the inmates and it furthers tension between him and Robin, who questions his necessity as the Caped Crusader’s sidekick.  After Bane breaks the Dark Knight’s back, Robin remembers how he saved Batman several weeks earlier from our next Batman Enemies team member, Two-Face.

DC HeroClix: The Joker's Wild - Batman Enemies - Two-Face

Two-Face’s duality is well represented in his dial, which features click numbers in red and blue that you can switch between by means of a trait called A Change Will Do Me GoodTwo-Face has a second trait called Flip A Two-Headed Coin, which lets him use Probability Control regardless of range or line of fire, but only for attack rolls and only if one of the dice results is a 2.  Two-Face’s dial also features a single special power called Double-Barreled Shotgun, which lets him use Energy Explosion with 2 targets.  Additionally, hit characters drop their combat values by -1 until your next turn.  Two-Face is an interesting ranged attacker if you get him on his blue click numbers, thanks to the opening combination of Running Shot and Double-Barreled Shotgun and mid-dial access to Ranged Combat Expert.  On his red numbers, Two-Face plays a protective role with an opening click of Defend and a defense value of 18 and Support on his last two clicks.

Our final team member is Firefly, who spent his brief freedom from Arkham Asylum incinerating the places in Gotham City that he couldn’t visit as a child, before Batman apprehended him.  Firefly’s dial is highlighted by a special power called Napalm, which lets him use Energy Explosion.  Additionally, when he hits with a ranged attack, he can give one of the hit characters a Fire marker that deals penetrating damage at the start of that character’s turns.  Firefly is best used initially to run-and-gun groups of enemies while carrying his teammates where they’re needed.  If you’ve hit an opponent with Napalm, you may find it advantageous to keep Killer Croc nearby to intercept that character if it heads toward water terrain to remove the Fire marker.

DC HeroClix: The Joker's Wild - Batman Enemies - Firefly

All the members of our force have the Batman Enemy team ability so you’ll want to find ways to stay together and share your attack values.  Our force has a balance of close and ranged attackers, with the latter group having the ability to scatter damage to multiple targets with Energy Explosion.  Admittedly, mobility may be an issue as Firefly is the only team member who can carry others.

Thanks for reading our Batman Enemies Team Building Article!  Join us again as we bring you more fun team builds and in-depth strategies from the DC HeroClix: The Joker‘s Wild! set!  Until next time, play more HeroClix and remember to visit the WizKids Info Network to find events near you!

Categories
DC HeroClix: The Joker's Wild! Strategy Article

DC HeroClix: The Joker’s Wild! – Suicide Squad Team Building

Greetings HeroClix Fans!

Today’s exercise in team building and strategy takes the hashtag #squadgoals to a different level since our squad features some of the worst heroes ever from the DC HeroClix: The Joker’s Wild! set.  From Belle Reve Penitentiary, make way for the Suicide Squad and its no-nonsense, tough-as-nails director, Amanda Waller!

Today’s theme team utilizes the Suicide Squad keyword and comes in just under 300 points.  Our Squad features four characters from The Joker’s Wild! set – one of whom makes his HeroClix debut – as well as a character from the DC HeroClix: The Rogues Fast Forces Pack.

Here’s today’s lineup:

25            Amanda Waller

60            Colonel Rick Flag, Jr.

60            Bronze Tiger

75            Deadshot

75            Captain Boomerang

295 total points

+5 to Initiative Map Roll, 3 uses of Theme Team Probability Control

Let’s start with Amanda Waller.

DC HeroClix: The Joker's Wild! - Suicide Squad - Amanda Waller

Working covertly as the Suicide Squad’s director, Amanda Waller’s dial features two appropriate standard powers, Stealth and LeadershipAmanda Waller also has the Suicide Squad team ability, which lets a character using it potentially heal some damage when an adjacent teammate is KO’d.  However, the Suicide Squad team ability gets an upgrade, thanks to Amanda Waller’s There Is No Squad Without The Wall trait, which lets teammates using the team ability heal when a friendly character is KO’d anywhere on the map.  With her short dial and low combat values, Amanda Waller’s mission on this force is to stay out of trouble so that the rest of the team can benefit from There Is No Squad Without The Wall.

DC HeroClix: The Joker's Wild! - Suicide Squad - Colonel Rick Flag Jr.

Our next Suicide Squad member is the team’s field leader, Colonel Rick Flag, Jr., who makes his HeroClix debut in The Joker‘s Wild! set.  Smart positioning is key for Colonel Rick Flag, Jr. since his trait, Squad, On My Position, boosts his defense value by 1 for each adjacent teammate that shares either his Suicide Squad or Soldier keywords.  To get Colonel Rick Flag, Jr. next to his teammates, his dial starts with a click of Running Shot and ends with two clicks of SidestepPrecision Strike, Willpower and Ranged Combat Expert round out the rest of Colonel Rick Flag, Jr.’s standard powers.

Another mainstay of the Suicide Squad, Bronze Tiger is second-in-command to Colonel Rick Flag, Jr. and also served as the group’s mission leader.  Bronze Tiger makes a long-awaited return to HeroClix, having last been seen in the DC HeroClix: Justice League set.

DC HeroClix: The Joker's Wild! - Suicide Squad - Bronze Tiger

As one of the DC Universe’s most feared martial artists, Bronze Tiger is our squad’s primary close attacker.  Bronze Tiger’s speed special power, Master Martial Artist, keeps him mobile with Charge and Sidestep while Flurry lets him dish out an extra attack.  If that’s not enough, Bronze Tiger’s offensive powers also include Precision Strike and Blades/Claws/Fangs, both of which are usable with Master Martial Artist.

DC HeroClix: The Joker's Wild! - Suicide Squad - Deadshot

With Bronze Tiger as our squad’s go-to close attacker, Deadshot comes in as the team’s top ranged threat.  Deadshot has an optional trait called Contract Killer that costs 5 points.  Contract Killer lets you include Deadshot on a themed force if it also includes a character whose point value is greater than 80.  If there isn’t such a character, Deadshot’s combat values are modified by -1.  For our squad, Contract Killer won’t be needed since none of his teammates have a point value greater than 75.

Both Amanda Waller and Colonel Rick Flag, Jr. can shoot one target up to five squares away, while Deadshot’s range is nine squares.  Ranged Combat Expert and Running Shot are Deadshot’s main offensive powers, with an opening click of Stealth available as he prepares to set up his shot and two ending clicks of Sidestep to run-and-gun or maneuver out of opposing lines of fire.  Deadshot’s mobility makes him a viable teammate for Colonel Rick Flag, Jr., who’ll want to stay close to benefit defensively from his Squad, On My Position trait.

DC HeroClix: The Rogues Fast Forces Pack - Suicide Squad - Deadshot

Our squad’s last member, Captain Boomerang, comes from the DC HeroClix: The Rogues Fast Forces pack and is our second ranged option.  Captain Boomerang boasts the ability to shoot three targets up to seven squares away and his power set features the potent opening combination of Running Shot and Energy ExplosionRanged Combat Expert, Precision Strike and some Perplex sprinkled into the mix make Captain Boomerang a dangerous foe.

All the members of our squad have the Suicide Squad team ability, so it’s imperative that you keep Amanda Waller alive to take advantage of her There Is No Squad Without The Wall trait.  Our squad has a good mix of ranged and close attackers but admittedly support powers aren’t as plentiful.  Then again, when you’re playing the Suicide Squad, the only one who isn’t expendable is The Wall, right?

Thanks for reading!  Visit your friendly local game store this Wednesday to get the new DC HeroClix: The Joker’s Wild! set. Join us again as we highlight more strategies and team builds to help you improve your HeroClix gaming!

Categories
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!

Categories
Marvel HeroClix: Civil War Storyline Organized Play Strategy Article

Marvel HeroClix: Civil War Storyline OP- Young Avengers Team

Greetings, HeroClix fans, and welcome to another team building study for the Marvel HeroClix: Civil War Storyline OP Event! Today, we’re switching gears a bit to the Anti-Registration side of things, and looking at three heroes of the future from the Young Avengers!

Marvel HeroClix: Civil War Storyline OP - Young Avengers - Hulkling

Our first member of the team is part Kree, part Skrull, and 100% Avenger – Hulkling! An indomitable 90-point piece, Hulkling  is a vicious attacker with a wide array of powers and abilities that really help him shine. He starts with two traits, the first of which is called Defend Billy, No Matter What. This trait states that adjacent friendly characters named Wiccan can use Mastermind, but only to transfer damage to Hulkling. His second trait, called Alien Physiology, allows Hulkling to use Shape Change. Additionally, adjacent friendly characters with the Young Avengers keyword modify their defense values by +1! Hulkling has a tremendous mix of standard powers throughout his dial, including Charge, Sidestep, Flurry, Super Strength, Blades/Claws/Fangs, Invulnerability, Toughness, Regeneration, Close Combat Expert, and Empower. He also has a special power called Grow Wings and Get Out on his final 3 clicks of movement that grants Hulkling the Flier combat symbol, as well as Improved Movement – Ignores Characters!

Marvel HeroClix: Civil War Storyline OP - Young Avengers - Wiccan

Of course, inseparable from Hulkling is his loving boyfriend, Wiccan. A 90-point piece with a range of five squares, Wiccan is designed to support, transport, and assist his fellow Young Avengers in any way possible. Starting with his trait Teleporting the Young Avengers, we see that Wiccan can use the Carry ability – and, when he does, he may carry up to five characters if they all have the Young Avengers keyword! He possesses only three standard powers – Phasing/Teleport, Energy Shield/Deflection, and Probability Control – but he makes up for that with three special powers. The first, appearing on his first three clicks of attack is called Mystical Tutelage, which allows Wiccan the ability to use the Mystics team ability! His second, appearing on his final three clicks of defense, is called Defensive Spells, allowing Wiccan the option to use Barrier, Energy Shield/Deflection, and Toughness. Finally, on his first two clicks of damage, Any Spell You Need grants Wiccan the ability to use Outwit, Perplex, Probability Control, and Support!

Marvel HeroClix: Civil War Storyline OP - Young Avengers - Stature

Lastly, we have the powerhouse of the Young Avengers team, the daughter of the Ant-Man, Stature! An 80-point piece with 8 clicks of life, Stature is your team’s front line attacker, ready to charge in and mix it up! To begin, Stature has two traits – the first is called Pushing Myself Larger, which states that, at the beginning of your turn, you may have Stature gain the Colossal combat symbol, modifying her attack value by +1 this turn. However, if you do, at the end of your turn you’ll need to deal her 1 unavoidable damage. Additionally, she has a second trait called I’ve Decided to Change Sides. This trait says that at the beginning of the game, choose either Anti-Registration or Pro-Registration. Then, once per game, at the beginning of your turn, you may choose again – Stature modifies her attack value by +1 when attacking opposing characters with the most recently chosen keyword! She also has a solid mix of standard powers, including Charge, Plasticity, Super Strength, Toughness, Willpower, Barrier, and Close Combat Expert!

The Young Avengers were the next line of heroes for the Marvel Universe and we feel we’ve represented the team well by grouping these characters together. How about you? Let us know your ultimate Marvel HeroClix: Civil War  team, and share it with us on Social Media! Visit the WizKids Info Network to find Civil War events near you. Until next time, shapechange for the win!

Categories
Marvel HeroClix: Civil War Storyline Organized Play Strategy Article

Marvel HeroClix: Civil War Storyline OP- Thunderbolts Team

Greetings HeroClix fans, and welcome to a team building exercise featuring one of the signature Pro-Registration teams from the Marvel HeroClix: Civil War Storyline Organized Play Event! Today, we’re looking at a group of “reformed” villains intent on working with the government to correct their misguided ways – the Thunderbolts!

There are a lot of options for Thunderbolts characters in this set, and we’ve put together a team for a 300-point constructed game with a good mix of characters and playstyles. Three of these characters were at one-time part of the core Thunderbolts team, with Songbird and Atlas joining at the start, and Radioactive Man coming aboard soon after. As they were all dedicated to improving themselves and leaving their lives of villainy behind, they all share a trait called Justice, Like Lightning, which you may recognize as the tagline of the comic. This trait states that after actions resolve, during which one of those characters damages one or more opposing characters with an attack, roll a d6 that can’t be rerolled. On a result of a 5 or 6, you may remove an action token from a friendly character with the Thunderbolts keyword within five squares. This trait can help the Thunderbolts to keep pursing their targets!

Marvel HeroClix: Civil War Storyline OP - Thunderbolts Team - Radioactive Man

Up first is Dr. Chen Lu – the Radioactive Man! A 70-point piece with 5 clicks of life, Radioactive Man is designed to inflict a lot of damage to characters in close situations. He starts with a special power called Nuclear-Level Radiation that gives him a different take on Poison – as long as he is next to an opposing character at the beginning of the turn, Radioactive Man can deal 2 damage to each adjacent character, or instead deal 1 damage to all other characters within 3 squares! He has a solid mix of standard powers as well, bringing Sidestep, Poison, Toughness, and Invulnerability to the table, along with a range of 3 squares, and a natural 3 or 4 damage value throughout his dial!

Marvel HeroClix: Civil War Storyline OP - Thunderbolts Team - Songbird

Joining him is one of the most iconic members of the Thunderbolts, the former Screaming Mimi, Songbird! Much like Radioactive Man, Songbird is a 70-point character, who is able to attack two targets from 5 squares away. She possesses 1 attack special power, which appears on her first two clicks called Sonic Constructs, which gives Songbird the ability to use Force Blast, Incapacitate, and Telekinesis. Access to these powers makes her a natural board controller that can move, freeze, and place characters. Songbird also has a myriad of standard powers, including Sidestep, Force Blast, Running Shot, Energy Explosion, Pulse Wave, Barrier, Super Senses, and Leadership.

Marvel HeroClix: Civil War Storyline OP - Atlas

Our next team member towers above the rest of the ‘Bolts, and features the Giant Reach, Great Size combat symbol – it’s Atlas! At 90-points, Atlas is a brute force attacker who is suited to bring in the midst of the fight. Like both Radioactive Man and Songbird, Atlas also possesses one special power, appearing on clicks 2 and 3 of his six click dial. Just Like When We Invaded the Mansion grants Atlas the ability to use both Flurry and Sidestep. Additionally, when you use Flurry, after actions resolve, you may place any hit characters adjacent to him! Atlas also has a mix of standard powers suited to his more in-your-face approach, including Charge, Sidestep, Quake, Impervious, Invulnerability, Toughness, and Close Combat Expert.

Marvel HeroClix: Civil War Storyline OP - Thunderbolts Team - Jack O'Lantern

Our final team member was a new recruit during the Civil War, while the Thunderbolts were tracking down and imprisoning unregistered heroes. Jack O’Lantern gave the team another sets of eyes in the sky.  His Improved Targeting – Ignores Hindering Terrain, allows him to see though any Hindering Terrain and so opposing characters trying to hide with Stealth are in trouble. As a straightforward attacker, Jack O’Lantern has a mix of powers that include Running Shot, Sidestep, Energy Explosion, Penetrating/Psychic Blast, Toughness, and Exploit Weakness. Use him to deal some nice penetrating damage near the end of his dial.

And with Jack O’Lantern, we bring to a close our 290 point Thunderbolts squad! There are a lot of options in this set for you to customize your Thunderbolts to suit your needs – swapping in characters like Bullseye, Taskmaster, MACH-IV, Venom, or Jester, can swing this team in any direction to suit your play style.

That’s all for today, ‘Clix fans! Join us next time for more in-depth looks at the Marvel HeroClix: Civil War Storyline Organized Play characters! Until then, visit the WizKids Info Network to find events near you and don’t be afraid to push!

Categories
Marvel HeroClix: Civil War Storyline Organized Play Strategy Article

Marvel HeroClix: Civil War Storyline OP- New Avengers Team

Greetings HeroClix Fans!

Today, we’re taking a step back from the sealed portion of the Marvel HeroClix: Civil War Storyline Organized Play event and checking out a constructed team featuring the Anti-Registration members of the New Avengers!  Up first is a Hero for Hire who is taking the role of a close-attacking bruiser on our team.  Sweet Christmas, it’s Luke Cage!

Marvel HeroClix: Civil War Storyline Organized Play- New Avengers Team - Luke Cage

At 70 points, Luke Cage can throw a mean punch and take one, too, thanks to an appropriate power set that includes Charge, Flurry, Super Strength, Invulnerability, Toughness, and Close Combat Expert.  Additionally, Luke Cage has a trait called Unbreakable Skin, which lets him reduce penetrating damage dealt to him and thwart powers like Penetrating/Psychic Blast and Exploit WeaknessLuke Cage has the standard speed, attack, defense, and damage combat symbols and starts his dial with the combination of Charge and Super Strength. Be sure to have him grab an object and get him into the fight to deal some extra damage.  Also, if you plan ahead when using Charge, you can end Luke Cage’s movement next to a teammate who’s ready to make a close attack and boost that character’s damage with Empower.  Toward the end of his dial, Luke Cage picks up a special power called Not Giving Up, which lets him use Toughness and Willpower.

Marvel HeroClix: Civil War Storyline Organized Play - New Avengers Team - Spider-Woman

Next up on our New Avengers force is Spider-Woman, whose role on our team would be that of a ranged attacker, tie-up, and taxi.  Spider-Woman comes in at 60 points and can shoot one target up to four squares away.  She also has the standard attack, defense, and damage combat symbols, along with the flyer speed symbol, which grants her the use of the Flight and Carry abilities.  Spider-Woman’s power set includes standard powers like Plasticity, Sidestep, Super Senses, Combat Reflexes and Perplex, and makes her difficult to hit and escape from.  She also hits the battlefield with a trait called Hidden Agenda, which lets her heal a click when a friendly character is KO’d.  Offensively, Spider-Woman has a special power called Bio-Electric Blasts, which allows her to use Precision Strike.  Additionally, when she shoots an opponent and hits, her target is given an action token after actions resolve.  Bio-Electric Blasts is a power that is useful in limiting your opponent’s options by placing action tokens on enemy characters and Precision Strike to whittle through their dials.

Marvel HeroClix: Civil War Storyline Organized Play- New Avengers Team - Spider-Man

Spider-Man is the next member of our force and plays the role of shooter/melee combatant.  Spider-Man has a point value of 80 and can shoot a single target up to four squares away.  Mobility isn’t a concern for the wall-crawler, who has an Improved Movement ability called Does Whatever a Spider Can, that allows him to ignore elevated and hindering terrain when he moves.  Additionally, opponents may have trouble landing attacks on Spider-Man as his Annoying Arachnid trait lets him use Super Senses to potentially evade attacks. Also, if he hits with a close attack, Annoying Arachnid lets him use Sidestep and automatically break away when doing so.  When it comes to piling it on in close combat, Spider-Man can use Charge and Flurry through his Amazing, Spectacular, Sensational speed special power.  The rest of Spider-Man’s power set features standard powers like Super Strength, Energy Shield/Deflection, Combat Reflexes, Willpower and Perplex.

Marvel HeroClix: Civil War Storyline OP - Captain America 001

We’ve previously shown you the leader and last member of our New Avengers force, Captain America, but let’s take another look at what ol’ winghead brings to the fight.  Like Luke Cage and Spider-Man, Captain America can mix it up in close combat and has the standard powers Flurry and Charge to get down and dirty.  He can also play the role of ranged attacker and throw his mighty shield up to five squares away to make his opponents yield.  Mobility isn’t much of an issue for Captain America because he can ignore hindering terrain and characters with his Improved Movement ability, called Soldiering On.  He also has two special powers, Blocking Repulsor Blasts and Leading the ResistanceBlocking Repulsor Blasts offers him some bonuses and protection from ranged attacks by letting him use Energy Shield/Deflection and Toughness and by preventing him from being targeted by attacks that use Ranged Combat ExpertLeading the Resistance boosts Captain America’s effectiveness in melee situations by letting him use Close Combat Expert and Leadership as if he were 100 points.

We hope you’ve enjoyed our New Avengers themed team, featuring figures from the Marvel HeroClix: Civil War Storyline OP, which comes to a total of 290 points.  Speaking of themes, all four characters on our New Avengers force have the Anti-Registration and Avengers named keywords.

Thanks for reading!  Join us again as we highlight more strategies and team builds from the Marvel HeroClix: Civil War Storyline Organized Play set and visit the WizKids Info Network to find events near you!

Categories
Marvel HeroClix: The Uncanny X-Men Strategy Article

Marvel HeroClix: Uncanny X-Men – X-Women

Greetings, HeroClix fans! Today, we’re taking another look into the figures from the Marvel HeroClix: Uncanny X-Men set! The X-Men have a long history featuring strong female characters, so we’re putting together a 300-point team with some of our favorite X-Women!

Up first is one of the newer additions to the ranks of the X-Men, but is no less deserving to be on the team – the winged mutant known as Pixie! A 75-point piece, Pixie features both the ­–Mystics and X-Men team abilities. She also features a trait called Pixie Dust, which allows her to use Smoke Cloud as a free action, however, she’s only allowed to place 1 Hindering Terrain Marker. Characters occupying that Hindering Marker modify their defense values by -1, in addition to attack values. Pixie also brings two special powers – the first appears on her first and last click, called TeleportSpell. This ability allows Pixie to use Phasing/Teleport. When she does, she can carry up to 2 characters with the Wing movement symbol; instead, she may carry 4 characters if they all have the X-Men keyword. On the middle three clicks of her dial, on attack, lies the special power Soul Dagger. This power states that Pixie can use Blades/Claws/Fangs and Precision Strike. Her standard powers include the abilities Charge, Sidestep, Super Senses, Energy Shield/Deflection, Perplex, and Support.

Marvel HeroClix: Uncanny X-Men - X-Women - Pixie

Our first X-Women teammate for Pixie is X-23, who – as a clone of Wolverine – specializes in close combat. Laura starts with a trait called Healing Factor, which states that when X-23 clears her action tokens, you may heal her of 1 click of damage. Now, X-23 is Indomitable – so you’re left in a bit of a catch-22 here – do you push her to get an extra attack, or clear her to give her more health? She also brings two special attacks to the fight – first, on her 1st and 4th clicks of movement, is Furious Charge, which states that X-23 can use Charge and Flurry. Her second special power is on her first 3 clicks of attack, and is called Adamantium Claws. This power states that X-23 can use Blades/Claws/Fangs, and when she does, if the result is a 1-2, you may reroll that result once per turn. Her standard powers are no joke either, with Sidestep, Stealth, Blades/Claws/Fangs, Toughness, Super Senses, Empower, Exploit Weakness, and Perplex.

 Marvel HeroClix: Uncanny X-Men - X-Women - X-23

The next member of our X-Women quartet is the uncommon Prime figure from this set, Kitty Pryde! This version of Kitty is from her time with the Guardians of the Galaxy, but she was still a loyal member of the X-Men! Across her entire 6-click dial, Kitty features a special movement power called Phasing Attack, which states that Kitty Pryde can use both Phasing/Teleport and Stealth. Additionally, when she uses Phasing/Teleport, after actions resolve, she may make a close attack targeting all characters whose square she moved through – and, hit characters are given an action token instead of normal damage! Kitty Pryde also has a STOP click on her defense called Injured but Still Here, which states that in addition to the dial stopping, Kitty Pryde can also use Willpower. On top of those powers, Kitty can also use Super Senses, Willpower, and Exploit Weakness.

Marvel HeroClix: Uncanny X-Men - X-Women - Kitty Pryde Prime

Finally, we come to Storm—this common version of the weather goddess brings a lot to the table for a mere 50 points. First is her trait, All-New, All-Different X-Men, which is a unique modifier that states that when Storm is healed by the X-Men team ability, you will also modify her combat values by +1 until your next turn. She also has a special power on her first two clicks of life called Localized Weather, which allows Storm to use Smoke Cloud as a free action – this combos incredibly well with her Flight ability, as well as her own natural Stealth – she can carry in X-23 or Kitty Pryde, land, and then immediately cloak both herself and them in smoke, effectively hiding them from view of your enemies! She also has Sidestep, Pulse Wave, Energy Shield/Deflection, and Perplex on her dial to round herself out.

Marvel HeroClix: Uncanny X-Men - X-Women - Storm

Again, in the world of the X-Men, their long and storied history has provided readers and fans with many incredible, strong female characters and role models. We hope you’ve enjoyed our X-Women themed team – but we’re curious, what would your take on a team of X-Women be? Let us know on social media! Thanks for reading with us, and we’ll see you next time!

Categories
Marvel HeroClix: The Uncanny X-Men

Marvel HeroClix: Uncanny X-Men – Age of Apocalypse

Greetings, HeroClix fans! Last week we released the Marvel HeroClix: Uncanny X-Men set, so we wanted to take the opportunity to play with some of the figures in the set and put together what we feel is a fun team! And, since we’ve revisited the long requested Age of Apocalypse, we’re going to center our team with one of the characters from those chase figures!

Marvel HeroClix: Uncanny X-Men - Age of Apocalypse - Sabretooth and Wild Child

To start off, we have the chase Sabretooth and Wild Child! At 130 points, this figure clocks in at 8 clicks of life, and is Indomitable. He has no special powers, but has two traits that more than equal that out. His first is called Leashed or Unleashed? This power states that Sabretooth and Wild Child begin the game with Wild Child attached, and can use Flurry while he’s attached. Additionally, at the beginning of your turn, if Wild Child is within 3 squares of Sabretooth and Wild Child, you may reattach him. Of course, you can give Sabretooth and Wild Child a free action if he hasn’t used Flurry this turn to place an attached Wild Child adjacent.  We’ll take a look at the individual Wild Child shortly, but first let’s look at their second trait, Healing Factor. This traits states that when Sabretooth and Wild Child clear action tokens, you may heal him of 1 click – so, while it’s beneficial to push him since he’s Indomitable, you can take advantage of his trait to heal him up slightly after one action! He also brings the standard powers Charge, Sidestep, Blades/Claws/Fangs, Toughness, Combat Reflexes, Regeneration, Battle Fury, and Exploit Weakness. Marvel HeroClix: Uncanny X-Men - WIld ChildThe Wild Child bystander token is only one click long, but packs a punch, with the standard powers Charge, Blades/Claws/Fangs, Combat Reflexes, and Exploit Weakness – so while that base 1 damage isn’t much to write home about, having a printed 11 attack with Blades/Claws/Fangs paired with Exploit Weakness is an incredible benefit to have on your team!

Marvel HeroClix: Uncanny X-Men - Age of Apocalypse - Magneto

Up next on our X-Men Age of Apocalypse team we have our primary ranged attacker with the rare Magneto. Featuring a range of 8 squares, Magneto brings a lot of both support and board control that the team needs. First is his trait, Magnetic Shield for My Allies. This trait states that you can give Magneto a power action to attach the Magnetic Shield to another friendly character, removing it from anywhere else. That character can now use Energy Shield/Deflection as long as it’s attached – however, when that character takes damage from a ranged attack, or Magneto is KO’d, remove the Magnetic Shield marker. And for that Magnetic Shield marker, Magneto comes packed with his own ClixFX Base that you can use to represent this marker! Additionally, he has a special power called Magnetic Field that appears on his first 3 clicks of defense that allows him to use both Energy Shield/Deflection and Toughness! He also has the standard powers Running Shot, Force Blast, Telekinesis, Precision Strike, Willpower, Enhancement, and Ranged Combat Expert.

Marvel HeroClix: The Uncanny X-Men - Emma Frost 005a

Finally, we have the 80-point version of Emma Frost. Emma has only one special power, but it’s incredibly beneficial to the team. The power, called Teaching the Next Generation, states that Emma Frost can use Perplex. When she uses it, you may use it normally, or instead choose a combat value other than damage, and modify that value on each friendly character that shares a keyword with her within her range, regardless of line of fire! She also has an interesting duality in her dial – the top end is all about control and team boosting, with Mind Control, Super Senses, and the special power, while the second half of her dial is far more offensively based, featuring Running Shot, Penetrating/Psychic Blast, Energy Shield/Deflection, and Shapechange.

So there you have it, HeroClix fans! We’ve taken our stab at building an X-Men team  around one of the Age of Apocalypse chases in the new Marvel HeroClix: Uncanny X-Men set– how would you build your team, and which chase would you feature? Let us know on social media! Until next time, ‘Clix for the win!

Categories
Marvel HeroClix: The Uncanny X-Men

Marvel HeroClix: Uncanny X-Men – Giant-Size X-Men Team Building

Greetings HeroClix Fans!

We hope you’ve been enjoying our series of previews for the Marvel HeroClix: Uncanny X-Men set and were able to participate in our Pre-Release events. If you missed out on the Pre-Release events, we encourage you to find Organized Play tournaments at a venue near you by visiting the WizKids Info Network.

Today, we’re pleased to present to you a Giant-Size X-Men Team Building exercise where we’ll create a senses-shattering 300-point force that includes characters featured on the cover of the Giant-Size X-Men #1! By design, each member of our force has a point value of 50, which lets us field an even, no-nonsense team of six characters on the battlefield. Each character on our force also has a trait called All-New, All-Different X-Men, which boosts a character’s combat values (except for damage) by +1 until your next turn when it is healed by the X-Men team ability. All-New, All-Different X-Men is a Unique Modifier, which means a character’s combat values can’t be modified more than once through the trait’s effect.

The first member of our Giant-Size X-Men force is the Bavarian teleporter, Nightcrawler! Like the rest of his teammates on this force, Nightcrawler has the X-Men team ability and keyword. He also has the Martial Artist keyword to offer you an additional option for themed team building. Nightcrawler’s role on your force is to roam the map, tying up opposing characters and making attacks as needed. To help him do this, his dial features a special power called *BAMF* which lets you place him in any square within his line of fire. If that square is within four squares of the one in which he began his action, he may then make a close attack. Precision Strike allows Nightcrawler to get some of the damage he deals past opposing defenses. The rest of Nightcrawler’s dial features standard powers that make him difficult to hit or pin down: Phasing/Teleport, Combat Reflexes, Super Senses, and Shape Change.

Marvel HeroClix: Uncanny X-Men - Giant-Size X-Men - Nightcrawler

Charging in next to Nightcrawler on the cover of Giant-Size X-Men #1 is Thunderbird! Playing the role of tertiary attacker on your force, Thunderbird begins play with a trait called His Death Remembered, which can either heal his teammates 1 click or modify their combat values by +1 until the end of your next turn when he is KO’d. Thunderbird’s specialty is close combat so his power set includes Sidestep, Charge, Super Strength, Toughness, Willpower, and Close Combat Expert. (Spoiler Alert) Thunderbird died on the new X-Men team’s second mission so to represent his sacrifice, he has a special power late in his dial called Punching a Fighter Jet. This power lets Thunderbird use Exploit Weakness, but when he does, he’s KO’ed after actions resolve. Punching a Fighter Jet is paired with Super Strength on Thunderbird’s dial so his damage output late in the game makes him a formidable opponent. In addition to the X-Men team ability and keyword, Thunderbird has the Soldier keyword.

Marvel HeroClix: Uncanny X-Men - Giant-Size X-Men - Thunderbird

Next up on our force is the X-Men’s big bruiser, Colossus! Colossus’ dial features only standard powers but his power layout is aggressive, with Charge, Super Strength, Invincible and high attack values to start things out. The rest of his dial is rounded out with Sidestep, Invulnerability and Toughness. Colossus has consistent damage values and the rest of his combat numbers are steady as well. Make sure to keep light and heavy objects within Colossus’ reach early in the game to take advantage of his top-click combination of Charge and Super Strength and dish out extra damage. Like Nightcrawler and Thunderbird, Colossus has the X-Men team ability and keyword. His secondary keyword is Armor.

Marvel HeroClix: Uncanny X-Men - Giant-Size X-Men - Colossus

So far, each member of our Giant-Size X-Men force has been a close combatant. Our next member, Storm, gives our team some ranged punch. Storm can shoot a single target up to six squares away. Our previous three team members have the standard speed, attack, defense and damage symbols. Storm breaks that trend by having the wing speed symbol, which lets her use the Flight and Carry abilities. Storm’s dial is highlighted by a special power called Localized Weather, which lets her use Smoke Cloud as a free action. Localized Weather is paired on Storm’s dial with Stealth, making her a difficult target for opponents to draw lines of fire. The rest of Storm’s dial features Sidestep, Pulse Wave, Perplex and Energy Shield/Deflection. Deity is Storm’s secondary keyword.

Marvel HeroClix: Uncanny X-Men - Giant-Size X-Men - Storm

Sticking with characters that can shoot, we’ve come to the X-Men’s field leader, Cyclops! The leader of our force, Cyclops can shoot a single target up to seven squares away and comes into play with a trait called Field Leader of the X-Men, which lets him use Leadership. Additionally, if he uses Leadership and succeeds, he can use Probability Control until your next turn. Cyclops’ power set reflects his ability to shoot and features Ranged Combat Expert, Penetrating/Psychic Blast, and Running Shot. Sidestep helps him stay on the move while Willpower keeps him from taking pushing damage. Cyclops has a consistent set of combat values which see a slight uptick offensively toward the end of his dial.

Marvel HeroClix: Uncanny X-Men - Giant-Size X-Men - Cyclops

X-Men is the only keyword available to Cyclops, but that’s not the case with the final member of our force, Wolverine! Like the rest of his teammates, Wolverine has the X-Men team ability and keyword. Additionally, he has the Alpha Flight and Weapon X keywords. Wolverine’s main mutant powers, his adamantium claws and healing factor, are showcased on his dial through Blades/Claws/Fangs on each of his clicks and a trait, appropriately called Healing Factor, which lets him heal a click when he clears action tokens. Wolverine becomes more wild and aggressive as the game progresses, thanks to a power set that includes Charge, Flurry, Combat Reflexes, Toughness and Battle Fury. His speed, defense and damage values take a dip toward the end of his dial but his attack values see a significant increase. Wolverine’s potential damage output makes him a vital part of this force, and he should see plenty of play on other teams as well.

Marvel HeroClix: Uncanny X-Men - Giant-Size X-Men - Wolverine

And there you have it! Our Giant-Size X-Men team should be a viable force in both constructed and sealed play, and will hopefully earn you points among your peers in the comic accuracy and fun departments. Let Colossus, Wolverine and Thunderbird handle all your heavy hitting up front while Storm and Cyclops hang back and shoot. Meanwhile, Nightcrawler can play tie-up and attack as needed.

Thanks for reading! Join us again as we highlight more strategies and team builds from the Marvel HeroClix: Uncanny X-Men set!

Categories
Strategy Article Teenage Mutant Ninja Turtles

Teenage Mutant Ninja Turtles HeroClix Team Building

Greetings HeroClix Fans!

It’s time for our first Teenage Mutant Ninja Turtles HeroClix Team Building exercise, featuring characters from the recently released Teenage Mutant Ninja Turtles HeroClix set!  Today’s 300-point force features two members of the TMNT with a pair of allies.  First up, let’s bring in Michelangelo from the 2012 animated series!

Teenage Mutant Ninja Turtles HeroClix Team Building - Michelangelo

Michelangelo comes in at 60 points and has the standard movement, attack, defense and damage symbols.  His dial is highlighted by an Improved Movement ability, a trait, and a pair of special powers.  Michelangelo’s Improved Movement ability, Most Acrobatic of the Turtles, lets him ignore elevated and hindering terrain when he moves.  His trait, Most Unpredictable of the Turtles, prevents opposing characters from using Probability Control to reroll attacks made by or targeting Michelangelo.  As for Michelangelo’s special powers, Spin Attack and Most Endurance of the Turtles are found in his attack and defense slots, respectively.  Spin Attack lets Michelangelo use Quake, and when he does, hit characters are given an action token after actions resolve.  Most Endurance of the Turtles lets Michelangelo use Combat Reflexes and Willpower.

Helping out Michelangelo is the temperamental mutant alligator with a fierce hatred of the Kraang, LeatherheadLeatherhead has a point value of 80 and has the standard attack, defense and damage symbols, along with the Swimmer speed symbol.  Leatherhead’s biggest assist to Michelangelo comes from his trait, Don’t You Hurt Michelangelo!, which modifies their attack values by +1 when they’re adjacent to one another.  Keeping Leatherhead close to Michelangelo to gain that +1 attack bonus shouldn’t be too difficult since the former has Sidestep and Charge to move around as needed.  Sidestep also works with Leatherhead’s lone special power, Death Roll, which lets him spend a power action to move up to three squares using Improved Movement: Ignores Characters.  Death Roll then lets Leatherhead make a close attack that targets each opposing character in or adjacent to those squares.  Hit characters are dealt 2 damage and knocked back 2 squares.  Potentially, Leatherhead could start adjacent to Michelangelo then move and attack using Death Roll.  Characters Leatherhead hits could then potentially be knocked back to Michelangelo for a follow-up attack.

Teenage Mutant Ninja Turtles HeroClix Team Building- Leatherhead

The third member of our force is Donatello, who comes in at 60 points and has the standard movement, attack, defense and damage symbols.  Early in a match, Donatello can help Leatherhead and Michelangelo by modifying friendly or opposing combat values through Perplex, then later contributes by healing his teammates with Support and sharing his high defense values with Defend.  When it comes to offense, Donatello adds to the fight with his special power My Bo… Converts to a Naginata, which lets him hit opponents with close attacks up to three squares away as if they were adjacent.  Additionally, My Bo… Converts to a Naginata lets Donatello use Blades/Claws/Fangs to deal up to six clicks of damage, but only if he’s attacking a non-adjacent character.

TMNT1 027 Donatello

Finally, our Teenage Mutant Ninja Turtles team building force is complete with the addition of Metalhead!  At 100 points, Metalhead is the highest-pointed character on our force and he has the standard attack and damage symbols.  He can also shoot two targets up to six squares away.  Metalhead is also a flier and has the Indomitable defense symbol so don’t worry about pushing damage.  Metalhead’s dial is filled with standard powers but his best contribution on this force requires that you keep Donatello nearby to use Metalhead’s I Built Him, and I Have the Remote trait.  At the beginning of your turn, you may remove an action token from Metalhead and give an action token to an adjacent friendly character named Donatello.  With the right setup, Metalhead can act on consecutive turns as long as Donatello is adjacent at the beginning of your turns so he can take action tokens.  Keeping Donatello adjacent shouldn’t be difficult as Metalhead has Sidestep and Running Shot in his speed slot and can also use the Carry ability to tote Donatello around.

Teenage Mutant Ninja Turtles HeroClix Team Building - Metalhead

Ideally, you’ll want to split your force into two pairings:  Michelangelo/Leatherhead and Donatello/MetalheadDonatello’s late-dial Support and Defend powers make him a character you’ll want to keep away from the front line of battle.  That shouldn’t be an issue, thanks to his My Bo… Converts to a Naginata special power which lets him make close attacks to opponents up to three squares away.

In terms of themed play, all four characters share the TMNT Ally keyword.  As a bonus, these four take their inspiration from the 2012 Nickelodeon animated series.

That’s all for today’s Teenage Mutant Ninja Turtles Team Building. Until next time:  Keep calm, carry on, and booyakasha!