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Marvel HeroClix: Wolverine and the X-Men Preview SwitchClix Team Bases

Marvel HeroClix Wolverine & the X-Men: Beast, Psylocke, and Rogue!

Greetings HeroClix fans!

Today we wrap up our week-long look at the X-Men: Blue Strike Force by focusing on three characters that are packaged with the team dial in Marvel HeroClix: Wolverine and the X-Men super boosters.  These three characters can also be played as a 300-point force without the team dial.  First up, let’s check in with a member of the X-Men’s first class, Dr. Hank McCoy (aka Beast)!

062-Beast

Beast comes into play at 97 points and hits the battlefield with an Improved Movement ability called Oh, My Stars, and Garters which lets him ignore elevated terrain, hindering terrain, and characters when he moves.  Oh, My Stars, and Garters works in tandem two of the standard powers that highlight Beast’s speed slot, Sidestep and Charge.  Since Beast can ignore characters when he moves, he can use Sidestep while adjacent to an opposing character without having to make a breakaway roll.

Defensively, Beast starts his dial with a special power called Flying Furball, which lets him use Combat Reflexes, Super Senses and Toughness.  Standard Combat Reflexes rounds out the remainder of his dial.  In addition, Beast’s Asset Dial ability allows X-Men: Blue Strike Force to use Combat Reflexes.

Beast’s damage slot features another special power called Brains or Brute Force?, which lets him choose either Close Combat Expert or Outwit at the beginning of your turn.  Beast can use the chosen power until your next turn.

Beast has the X-Men team ability and an array of keywords that make it easy to include him on a themed team.  Beast’s Improved Movement ability makes him a mobile tie-up piece and later an attacker, thanks to a pair of Blades/Claws/Fangs clicks toward the end of his dial.

063-Psylocke

Psylocke, the second character found in the X-Men: Blue Strike Force super booster, has gone through a number of physical changes over the years, from being fitted with bionic eyes by Mojo to her ninja training with The Hand.

A powerful telepath, Psylocke begins her dial with a special power in her speed slot called Hidden Thoughts, Scott?, which allows her to use Stealth and Mind Control as if she had a range of 8 and two targets.  Psylocke has a printed range of 2 and one target.  In addition, Psylocke’s Asset Dial ability allows X-Men: Blue Strike Force to use Mind Control.

Psylocke’s attack slot starts with Precision Strike, which represents the “psychic knife” she often uses to knock out her foes.  Psylocke’s training with The Hand manifests itself on the back end of her dial when she gains Blades/Claws/Fangs.

Willpower and Combat Reflexes alternate in Psylocke’s defense slot before the latter takes over for all but her last click.  Psylocke’s damage slot starts with a pair of Shape Change clicks, then moves into a pair of Outwit clicks.  Finally, she ends her dial with the ability to boost the damage of adjacent teammates who are making close combat attacks (Empower).

Like Beast, Psylocke has the X-Men team ability and multiple keywords for ease of team building.  One of those keywords, The Hand, has a 7-point additional team ability (available under the Print and Play link) that makes Psylocke even more difficult to attack if she’s adjacent to a wall or blocking terrain.

At 84 points, Psylocke is a viable secondary attacker who has good damage-dealing potential with Precision Strike and Blades/Claws/Fangs in her attack slot.  Psylocke’s ability to use Mind Control with a range of 8 and two targets (via the Hidden Thoughts, Scott? special power) also makes her a dangerous threat to opposing characters.

Rounding out our 300-point X-Men: Blue Strike Force trio is the power-stealing Mississippi bruiser, Rogue!

064-Rogue

Coming in at 112 points, Rogue hits the battlefield with a trait called I’ll Just Borrow This, Sugah, which represents her ability to absorb the powers of others with just a touch.  At the beginning of the game, Rogue can choose a standard power another friendly character can use on its starting click.  This game, Rogue can use the chosen power and when she does, she also has the printed range value of the friendly character whose power she has chosen.

Rogue’s first four clicks all feature the same mix of powers:  Toughness in the damage slot, and the combination of Charge and Super Strength in the speed and attack slots, respectively.  On her fourth click Rogue also picks up Empower.

On the back half of Rogue’s dial she loses Charge and Super Strength and switches from Toughness to Combat ReflexesEmpower hangs around for another click before making way for Close Combat Expert.

Rogue has the X-Men team ability and X-Men is her lone keyword.  Rogue’s Asset Dial ability allows X-Men: Blue Strike Force to use Steal EnergyI’ll Just Borrow This, Sugah offers Rogue some versatility as a primary attacker, depending on the standard power she chooses.  Beyond that, Rogue makes an excellent choice as a straightforward close-combat brawler and can deal plenty of damage when she’s using objects with her attacks.

Thanks for reading!  Please join us next time as we reveal more secrets from the Marvel HeroClix: Wolverine and the X-Men set! Until then, keep your Clix off their K.O.’s!

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Marvel HeroClix: Wolverine and the X-Men Preview SwitchClix Team Bases

Marvel HeroClix Wolverine & the X-Men: Wolverine, Cyclops, Gambit, & Jubilee!

Greetings Heroclix Fans!

Today we will continue our preview of Marvel Heroclix: Wolverine and the X-Men with some of the better known team members of X-Men! First off, we will start with man who is the best at what he does, and what he does isn’t very nice…

001-Wolvering

To begin the game you will want to take advantage of Wolverine’s trait Track and Kill. Track and Kill lets you at the beginning of the game choose an opposing character. Then at the beginning of your turn if that character is within 6 squares of Wolverine, choose one: that character can’t use Shape Change or Stealth this turn; or modify Wolverine’s speed value by +2. This allows you to either use Wolverine to help your team to draw line of fire to the opposing character or allows you to give Wolverine a boost to get to the adjacent square to attack the figure. This helps with Wolverine’s first three clicks of Charge, making him able to Charge the 6 squares rather than 4 and use Blades/Claws/Fangs on the opposing figure.  Wolverine also has a trait called Healing Factor which says At the beginning of your turn, you may heal Wolverine of 1 damage. This allows Wolverine to stay on those Charge clicks so he can tear up the opposing figures.

Wolverine also starts out with Toughness but quickly gets the new pink power, Invincible. Wolverine also ends his dial with Leap/Climb and on his final click he has Super Senses, which he can use to try to avoid attacks to take advantage of his Healing Factor trait.

At 100 points Wolverine is a team player on any Alpha Flight, Animal, Weapon X, or X-Men team. Wolverine also fits on the X-Men Blue Strike Force team dial. When his symbol shows up on the team dial, the team character can use Regeneration.

Next we have the fearless leader, Cyclops!

016-Cyclops

Cyclops has a trait called Summers Brothers which states that Cyclops ignores all damage dealt by characters named Havok, unless it’s dealt by a close combat attack. This ability can’t be ignored. This trait helps Cyclops out a bit in two ways, one being from being dealt damage by a friendly character named Havok who has been Mind Controlled. It also makes any opposing players using Havok have to change strategy a bit to be able to get rid of Cyclops.

Cyclops also has a special movement power called Concussive Blast which allows him to use Force Blast and Sidestep. This allows Cyclops to move 2 squares then to make a ranged attack with his 7 range, then if he wants knock the character back a few squares.  This also can trigger Cyclops’ special damage trait A Better Leader Than You Are. A Better Leader Than You Are states that Cyclops can use Leadership. When Cyclops hits an opposing character, that character loses all keywords and can’t use Leadership or team abilities until your next turn. This can hurt a lot of opposing characters and is good against team abilities like Mystics.

Cyclops’ dial after his first click he alternates between Psychic Blast and Pulse Wave. He also gets Running Shot after his second click, allowing him to run into the fray at half his speed and make a hit or possible multiples with his Pulse Wave.

Cyclops also can go on the X-Men: Blue Strike Force team dial. When his symbol shows up on the dial the team character can use Precision Strike and the Sharpshooter ability. Cyclops is also only 94 points and is a force to be reckoned with on any X-Factor or X-Men teams.

Next we shall play some cards with Gambit!

031-Gambit

Gambit possesses an Improved Movement ability called Always a Way In which allows him to ignore hindering terrain for movement purposes. Also at the beginning of the game you will want to take advantage of Gambit’s first trait called The Best Thief in the Big Easy. The Best Thief in the Big Easy says at the beginning of the game, after objects are placed, you may replace any object 5 points or less with a standard light object from outside the game. This allows you to mess with an opposing player’s strategy they might have with a relic or a special object. Gambit has a second trait called Bio-Kinetic Charging, which allows Gambit to use Super Strength but he can’t pick up or hold heavy objects. When he throws an object, modify his attack value by +2 and increase the damage dealt by 2.

Gambit’s dial starts with a special movement power called Sneak Thief. Sneak Thief says that Gambit can use Leap/Climb. When your opponent has more than one action remaining in his action pool, Gambit can use Stealth. This allows Gambit to maneuver into position to take advantage of his Psychic Blast, 6 range, and triple targets while avoiding getting hit from range by every character on an opposing player’s team.  Gambit also starts out with Combat Reflexes to make him harder to be hit from close combat attacks.

Gambit then gets Running Shot with Energy Explosion and Perplex allowing Gambit to run in and deal a lot of damage to grouped up characters. Gambit ends his dial with Sidestep and on his final click he has Mind Control.

Gambit also can be put on the X-Men: Blue Strike Force team dial and when his symbol shows up on the dial the team character gets Give this team character a power action and remove an object from the map in a square they occupy or are adjacent to. If you do, they may immediately be given a ranged combat action as a free action. Gambit is 118 points and can help any team with the Horsemen of Apocalypse, Marauders, Spy, or X-Men teams.

Finally we will make some explosions with Jubilee!

047a-Jubilee

Jubilee starts out with a trait called Adopted Duo, which says that When Jubilee is adjacent to a friendly character named Wolverine, they both modify their attack values by +1 if not already modified by this effect. Jubilee starts out with Stealth, Combat Reflexes, Perplex, and a special attack power called Fireworks Show. Fireworks Show says Jubilee can use Energy Explosion. When she does, in addition to its normal effects, each hit character must either be given an action token or modifies their attack value by -2 until the end of their next turn. This power can be pretty devastating to a lot of teams, especially with her 4 range and two targets.

Jubilee also gets Sidestep and she ends her dial with Running Shot, Incapacitate, and Super Senses. Jubilee also can be put on the X-Men Blue Strike Force team dial and when her symbol shows up on the dial the team character modifies their defense value by +1 against ranged combat attacks.

Jubilee is only 56 points and can be very useful in locking down opposing teams so she is a welcome addition to any Generation X or X-Men teams.

Thanks for joining us for out latest Marvel Heroclix: Wolverine and the X-Men preview. Please keep checking as we show you more previews, until then keep the dice rolling!

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Marvel HeroClix: Wolverine and the X-Men Preview SwitchClix Team Bases

Marvel HeroClix Wolverine & the X-Men: X-Men Blue Strike Force!

Greetings HeroClix Fans!

Today we offer another preview from the upcoming Marvel HeroClix: Wolverine and the X-Men setIn this set, the exiting new SwitchClix and Team Dial mechanics make their way into Marvel HeroClix sets.  What better team base to start with than Wolverine’s own team, X-Men: Blue Strike Force! 

Before we check out the X-Men: Blue Strike Force, a brief review of what a Team Base is.   Team Bases are available as either a 2×4 base or a 2×2 base, and will come with 1 or 2 bases to get you started, with the rest of the team packed in regular 5-figure boosters.   The team dials bases have an Asset Dial that grants additional, bonus abilities to your team base, and all Team Dials have the new Team combat icon in the attack slot.   The team member figures will all be SwitchClix, allowing them to be removed from their standard Clix dial and attached to the Team Dial.

Blue Force

As before, when constructing a force with a team base, you pay the point level of the of the dial you wish to use, and add 5 points per figure you wish to add, with a minimum of 3 figures (unless the Team Dial says otherwise).  Each chosen team member must have an asset ability listed on their character card that matches an icon on the Asset Dial, and will begin the game attached to the base.  Also keep in mind, if you choose to build a force with a SwitchClix figure that could be a team member, and choose to not include it in the Team dial point cost, it can’t be attached during the game.  And remember, Teams and team members can’t be assigned resources, can’t roll to pick up relics, or become the pilot of a vehicle, unless a game effect says otherwise.

The Team combat icon Team Combat Icon  grants five abilities, none of which can be countered, even if this Team Dial gains Earthbound/ Neutralized.  Working Together allows the Team Dial to be given a power action to be granted one free action for every 100 points of the build total.  Using these free actions, you may give up to 1 move action, up to 1 power action, up to 1 close combat action, and up to 1 range combat action, with any number of these free actions being used to make either a close or ranged combat attack.  Practiced Maneuvers allows the Team Dial to use Improved Movement: Elevated and Characters, as well as occupy squares of different elevation.

Blue Solo

Solo Adventure allows the Team Dial to be given a power action to remove a team member, attach it to its SwitchClix dial, and place it adjacent to the Team Dial.  As long as the point value of members off the base is less than the point cost of the base, and the minimum number of members remains on the base, you can remove more.  A Team Reunited allows you to give a power action to the Team Dial to reattach an adjacent, previously removed team member.  And last is Team Coordination, allowing you to count individual team members, instead of the Team Dial, for theme team purposes.  Additionally, at the beginning of the game, you can elect to use Themed Team Probability Control as normal, or, the Team Dial can use Probability Control.

And now, without further ado, we present the X-Men: Blue Strike Force Team dial! (click on picture to enlarge)

T001-Blue-Team

Firstly, you’ll notice that the X-Men: Blue Strike Force can be played at three different point costs, 565, 265, or 165, working out to even amounts of 600, 300 and 200 points with all seven team members attached.   This Team Dial has two traits, the first is called More a Family Than a Team.  This trait allows X-Men: Blue Strike Force to be given a power action to modify the attack value of any friendly figures with the X-Men keyword by +1 when attacking a figure without the X-Men keyword.   The second trait is called X-Cutioner’s Song, and it allows you to give X-Men: Blue Strike Force a free action to remove a figure from the base and the game; unless your next attack roll is a critical miss, it becomes an 11 instead!

Blue Combat Dial

At the beginning of its dial, at the 565 point starting line, X-Men: Blue Strike Force begins with some move and attack in the form of Running Shot.  Making sure range combat attacks damage is as painful as possible is a good stretch of Penetrating/Psychic Blast. A 9 range with two targets will give some solid damage potential.   And to help make sure your attacks don’t miss, and your opponents do, is an opening run Probability Control.  The Indomitable combat ability will allow X-Men: Blue Strike Force to act next turn with no fear of pushing damage.   And if your opponent does hit X-Men: Blue Strike Force, damage will be halved due to a run of Invincible. 

On its fourth click, X-Men: Blue Strike Force gains an attack special that will pop up from time to time based on the famed “Fastball Special,” Non-Petey Cannonball.  This special power allows you to switch up your Solo Adventure a bit.  When you remove Wolverine from the team base, you may place him in a non adjacent square within 8 squares and line of fire, and give Wolverine one additional free action this turn.  Also showing up on this click is the start of a run of Invulnerability, leading into the next section of his dial.

Click number 5 is the starting point for X-Men: Blue Strike Force’s 265 point starting line.  A bit of move and attack, or attack and cover, can be gained from a run of Sidestep.  Invulnerability will give way to a run of Invincible, and Probability Control again is on the dial for a couple of clicks.  After this area couple more clicks of Non-Petey Cannonball. 

On click number 9 is the last starting line, at 165 points, for X-Men: Blue Strike Force.  A run of Charge is backed up by the last click of Invincible on the dial, before returning to Invulnerability.  A little deeper into this section of the dial is some Close Combat Expert to allow the X-Men: Blue Strike Force to deliver some more punch.  The next area of the dial has Stealth to let them hide in a large patch of hindering terrain.  And back at this point is the longest stretch of the Non-Petey Cannonball special power.  The last section of the dial again allows X-Men: Blue Strike Force to use Charge to move and attack an opposing figure.  This time, you may attempt to do more than the printed damage with Blades/Claws/Fangs.  Another new to the dial power is also here, as Super Senses will let you try to avoid attacks altogether.

X-Men: Blue Strike Force is a unique dial figure.  Like any good figure with “X-Men” in the name, it has the X-Men team ability, allowing it to be healed or heal an adjacent friendly figure with this team ability of one click of damage, and the X-Men keyword to be used in theme team force building.

Before we look at the Asset Dial on the X-Men: Blue Strike Force, let’s take a refresher look at what it does for a Team Dial.

The Asset Dial begins play on its green starting line.  The opening will show one of three things, or a combination of the three.  These things are, an asset icon matching a team member, as shown on their character card, the Team combat icon, or an “I” for a special power.  When an asset icon is showing, if the tem member is attached, that ability can be used, likewise, if the special power is showing, it can be used.  When the Team combat ability icon is showing, you can use the ability of any one attached member.   Any of these abilities may be countered as if they were a combat ability.  At the end of your turn you may choose to roll a d6 and click the Asset dial that many times to the left, unless the Team combat icon is showing.  Then this die roll is mandatory.

Blue Asset Dial

So what do the individual members of the X-Men: Blue Strike Force bring to the asset dial?  Beast allows X-Men: Blue Strike Force to use Combat Reflexes.  When Cyclops is showing and attached, X-Men: Blue Strike Force can use both Precision Strike and the Sharpshooter combat ability.   Gambit brings the ability to give X-Men: Blue Strike Force a power action to remove an object from a square it occupies or is adjacent to, to give them a range combat action as a free action.   Jubilee allows X-Men: Blue Strike Force to modify its defense by+1 against range attacks, while Psylocke brings Mind Control to your force.  And finally, Rogue and Wolverine bring their individual abilities to heal with Steal Energy and Regeneration, respectively.

The “I” special power icon for X-Men: Blue Strike Force is called The X-Men Have Faced Losses Before.  This power says that when a team member that began the game attached to this team baseis KO’d by an opponent’s attack, you may roll a d6 that can’t be rerolled.  On a result of 5 or 6, take an extra turn after this one.

That is all we have for today.  Be sure to check back in on Wednesday and Friday as we preview all the team members from X-Men: Blue Strike Force.