OK, you've saved and scrounged up
enough dough to buy yourself a pretty good collection of
figures. You've read and reread the rulebook, Powers and
Abilities Card, and even the FAQ at www.wizkidsgames.com
Now it's time to play! This week I will give some opinions
on a few of the better powers to try to incorporate into
your team.
Offensive
Powers/Strategy:
Energy Explosion:
This power, used correctly, can devastate your opponent’s
team early in the game. And you don't necessarily need to
spend big points to get it, either. The Infinity Challenge
Veteran Boomerang is a great example of a lower cost
figure with EE that is, in my opinion, a MONSTER. He is
one of my must haves, and the guys I click with seem to go
right after him when I put him out there, most likely from
having this little 43 pointer destroy major parts of their
team.
Super Strength: This
is another staple of the game. Not much in Heroclix land
is quite as sweet as having Hercules or Bane smash a nice,
heavy object on the skull of your opponent. Remember, when
your player with Super Strength has an object, you cannot
voluntarily put it down, and it MUST be when you are base
to base with an opponent. Many SS'ers can toss that object
at their foe, and that is an option, but if you are in a
situation where you have an SS figure with an object in
BtB (Base to Base) with an opponent, the object MUST be
used in the attack. Super Strength can turn the tide of a
game by itself.
Ranged Combat
Expert: This power alone is why Firelord is a GOD in
Heroclix. That little red color in the damage slot of the
dial can strike fear into the hearts of enemies from afar.
Having at least one RCE on your team is a great way to
spend points.
Running Shot: This ability does not work with RCE
(above), but for some players like Thor, they can decimate
an opponent with a running shot and their base damage.
Nothing like your opponent thinking he is safe, and having
your attacker run half his speed and blast him!
Mind Control:
It is hard to describe how sweet it is to have your White
Queen Mind Control an enemy and attack. You are using your
opponents figures against himself. Not only a great attack
strategy, but a good demoralizing tactic (for him) as
well.
Hypersonic Speed: If you have the points, get a HS
attacker. It is great fun to have Nightcrawler run up to
someone, pop 'em for 2 clicks, and then bust a move right
past them before the even know what hit! better yet, when
BtB, a continuous Hypersonic attack that is successful can
bring down even the heavy hitters in the game.
Blades/Claws/Fangs:
See Logan. 'nuff said.
Leadership: In
a high point game, this is an absolute must. The chance
for another action in a turn can make or break your
assault.
Telekinesis: A
great way to move that Battle Fury limited juggernaut or
Spiral into close combat with your opponent. I like to
take Spiral and a Mandroid Armor, keep them in the back as
a last line. If someone is getting too close, use Mandroid
to get Spiral right up into their face, for some serious
BCF fun!
Taxis: A taxi,
in 'Clix lingo, is a flyer that carries around an
attacker. A good cheap taxi would be Man Bat, Vulture or
the Clobberin' Time Yellow Jacket. Unique or Veteran Wasp
is another great taxi, but for a few more points. Veteran
Steel is an example of a higher point taxi that can do
some good damage on his own, so you're not just using
someone to carry around another figure. With a good
taxi/attacker combo, you can literally cover the entire
length of the map.
S.H.I.E.L.D. Team
ability: I have evolved into a HUGE SHIELD fan. I
like to have at least 2 SHIELD members on every team I
build. The Team ability SHIELD brings can make a regular
Energy Explosion attack into a crippling blow.
Spider Man/Minions
of Doom/Legion of Super heroes team Ability: As
wildcards, the members of any of these teams can copy any
team ability that any friendly figure has. Truly scary,
when you have even one SHIELD member on your team.
Avengers/Brotherhood/JLA
Team Ability: A free move is a free move, and when
it is a flyer making that free move and taxiing an
attacker, look out!
Superman Ally:
That pesky Black Panther or Batman stealthed up? Not a
problem for these X-ray vision wielding buddies of the Big
Blue Boy Scout. they can shoot away to their hearts
content, no stealth for you!
Defensive
Powers/Strategy:
Probability
Control: This power can win or lose not only a roll
for you, but sometimes an entire game. Keep your PC'er
within range of as much as possible, but make sure they
have a bodyguard nearby, as PC'ers tend to be attack
magnets. Most experienced players, when faced with a
Scarlet Witch or Juggernaut, will try and take out that
blasted Witch first, so that when they DO hit Juggy, she
can't make them re-roll.
Outwit: One of
the most evil powers in the game, period. Have a Superman
bugging you? Outwit his Impervious and smack him with the
Hulk. He'll fly away whining like a scalded dog, but only
thanks to the Outwit unleashed on him first. Another great
tactic is to Outwit your opponents Outwit, so he doesn't
get a chance to use it. And it can be stacked, so if you
have say, Flash, Batman, and Darkseid, you get to Outwit 3
different things. Evil.
Barrier: A
well placed Barrier can be the difference between life and
death in a game. And you don't need line of sight to where
you want to place it. It only has to be in the range of
the figure placing it, be 4 squares, and be adjacent to
each other. A real life saver, available for low cost from
Avalanche & Blizzard.
Incapacitate:
This is one of the more expensive abilities, and many
players don't give it the credit it deserves. But think
about it: You can basically remove one of your opponents
figures from their next turn, or force them to push that
figure if they want to use it. And a multi target
Incapacitate from Medusa can really limit your opponents
options on their turn, by locking up more than one figure.
Invulnerability:
beat on me, and I'll stand there and take it, minus 2
clicks. This power makes it awful hard to KO some figures.
And helps keep some of your heavy hitters around into the
late rounds.
Impervious:
It's like Invulnerability on steroids! Beat on me, and
I'll stand there and take it....maybe. And even if you
hit, I'll be glad to subtract 2 clicks from that damage,
thank you very much.
Regeneration: So
your opponent has concentrated his efforts on your Hulk,
Thanos, or Logan. That's fine, because most likely they
have been giving as well as they've gotten. And just when
he sees the light at the end of the tunnel, you toss a
die, and viola', your figure is now back into what I like
to call his "happy place," and they have to go about
trying to destroy them all over again, another great way
to demoralize and depress your opponent.
Plasticity:
Want to tie up a foe for a good long time? Park a Plastic
man or Clayface next to them. They will go nuts trying to
roll that 6 needed for breakaway, or at least spend some
attack time killing off that stretchy pest.
Mastermind:
Want to keep that evil Dr. Doom around longer? Let him
taxi around a Sandman or Hulk. No one will take a shot at
him, and even if they do, he gets to push it all off on
the lower cost figure, with Invulnerability or toughness
coming in to play to boot. Doom looks at you and laughs
that evil, metallic laugh.
Support: Send
out your forces, let them lay waste to your foe. If some
of them get beat down, run or taxi them back to your
clinic for a quick shot of healing. Now they are fresh and
ready to rejoin the fray.
Batman Ally: A
must have for any team, can be obtained cheap with a
rookie Robin, and copied by the wildcards mentioned above.
It is frustrating for your opponent to want to take that
shot at you, but not be able to because of that dang
Batman stealth training.
Skrulls: So
your opponent targets your Dr. Doom? That's fine. Before
an attack roll can be made, first you get the chance to
negate the entire thing. Maddening to him, potentially
Doom saving to you.
So, there you have a few ideas on what to try to have on
your teams. It sounds like a lot, but if you build it
right, you can field a team with all or at least most of
these abilities, or at least a nice mix of them, and be a
true force to be reckoned with. Experiment with any or all
of these abilities, play what works for you, but most of
all, have fun doing it. It really is just a game, not a
way of life, isn't it?
As always, make sure to check out www.wizkidsgames.com
or www.hcrealms.com
for the latest in Heroclix news, sneak peeks, and rules
updates. If you have any questions, feel free to email me
(eMail
HeroKlass).
Until next
time, happy clicking!
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