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Teams from the Longbox
FEATURING Marvel Team-Up Annual 5 The Serpent Crown
Typically I pick series from the Longbox that offer a surprising amount of force-building variety, but this week's Teams from the Longbox is from a Marvel Comics series that used variety as it stock-in-trade: The Marvel Team-Up. This particular issue offers the chance to showcase a couple of the newest HeroClix figures from the Avengers v X-men starter packs.
Synopsis: Once upon a time in the Marvel Universe, Project P.E.G.A.S.U.S. was the storage facility for artifacts (and villains) of great power that were viewed as having the potential to provide alternative sources of power for the United States. The original Quasar Wendell Vaughn served as head of security for the facility. As often happens at these sort of places, one of the artifacts, the Serpent Crown, unleashes its power taking control of Quasar and brings the potential for limitless chaos to be released.
As a result, a team of characters with a history with Project Pegasus and the Serpent Crown are united to end the danger, here is a 400-point HeroClix force of this issue's heroes:
One of the highlights of the recent Avengers versus X-Men starter sets is the following Spider-Man that can be played at two different point costs. In the modern game of HeroClix, there is not much to complain about with this figure: it has respectable defenses (including a trait that nicely mimic 'Spider-Senses') and it provides offensive options that are not in the realm of world-shattering alpha-strikes.
I'm a huge fan of characters with improved movement sets like this one. The improved movement really makes the two extra starting clicks viable, and I think it is well worth the extra investment of 25 points to get those starting clicks. This figure plays very well with the other members of this force: Dr. Strange can provide an extra defense against ranged attacks, and Scarlet Witch can provide support in case Spider-Man decides to push himself, or if he gets hurt early. Note that Spider-Man has his 'wild card' team ability...it may seem like an obvious thing to always choose Mystics, but there will be times when Defenders or even Fantastic Four is a better choice, depending on the flow of the game.
V Spider-Man Points: 125 Range: 5
Team: Avengers|Spider-Man
Keywords: Avengers, Scientist, Spider-Man Family
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Webs Get Me Anywhere: Improved Movement: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Outdoor Blocking Terrain, Ignores Characters
Whatever a Spider Can: When Spider-Man is the target of a ranged combat attack, he can use Super Senses, but evades the attack on a result of 4 - 6.
Strength and Speed of a Spider: Spider-Man can use Incapacitate and the Move and Attack ability. When he uses the Move and Attack ability, he modifies his attack value by -1 instead of -2.
As much as I appreciate the AvX Spider-Man dial, I think the real star of the Avengers AvX starter set is the Scarlet Witch. Much like Jean Grey, the pre-2013 versions of Scarlet Witch have had dials that made them nothing but support figures on forces, despite their roles as offensive power-houses within comics for 30+ years. This starter Scarlet Witch has moved firmly out of the realm of support into true combat threat. I've chosen the reduced, Experienced 100-point dial mainly because I don't think the extra 50-points are well-spent on just two clicks of added life with no and a reduction in her power utility.
The 100-point dial offers excellent (in Modern terms) range, with high attack values, Precision Strike and backing her up...with Perplex and Probability Control in her bag of tricks. She also has great (starting) mobility for an figure, which should be used to place her where in a position where her allies can get to her and where she can make attacks of opportunity against opponents.
I do not recommend using No More Mutants unless an opponent's team ability is truly causing problems. In my opinion, this option is simply giving up a click of life for the chance to watch opponents make the rolls necessary to keep their team abilities.
No More Mutants: Once per game, give Scarlet Witch a double power action and choose a team ability. Any other character that can use that team ability must roll a d6 that can't be rerolled and if the result is 1 - 5, that character can't use the chosen team ability for the rest of the game.
Mystical Wards: Scarlet Witch can use Energy Shield/Deflection. When Scarlet Witch is hit with an attack, the roll is ignored and the attacker must roll again. This new roll can't be rerolled or ignored.
Casting Spells: Scarlet Witch can use Perplex, Probability Control, and Support.
The oldest of the HeroClix figures on this force is The Thing from the original carded Fantastic Four starter set from 2007. Despite it's age, this figure still holds up thanks to respectable attack values and a long dial. There are a few factors to consider when playing this character on this force. The first is that despite the Clobberin' Time special movement power, this figure has very limited mobility. You will likely not get clear paths to opponents and (the second factor to consider) it is likely that The Thing will end up blocking lines-of-fire from your other characters if you try to start with this attack. My recommendation is to keep the Thing in reserve. He can be taxied by Doctor Strange (as long as he isn't carrying an object), and depending on the deployment of the enemy, consider using objects in ranged combat attacks against soft targets.
V The Thing Points: 100 Range: 0
Team: Fantastic Four
Keywords: Brute, Fantastic Four, Soldier
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It's Clobberin' Time: The Thing can use Quake. Give the Thing a power action; he can move up to his speed value and then as a free action either (1) use Quake or (2) make a close combat attack.
Yancy Streeter: The Thing can use Toughness and Willpower.
(errata) Yer Ever-Lovin' Pal: At the beginning of your turn, if the Thing is adjacent to one or more friendly characters that have one or more action tokens, roll a d6. On a result of 5 or 6, you can remove an action token from one adjacent friendly character, or two adjacent friendly characters if they and the Thing all possess a single common keyword.
The final character on this force is Dr. Strange. The shake-down of point costs for the HeroClix figures chosen so far has left us with only 75 points to spend, but luckily the 2012 Galactic Guardians single-figure set has provided a very solid 75-point version of the Sorcerer Supreme to use. This figure has a classic 'support' track in the slot, as well as high-movement to TAXI, but do not overlook the starting 10-attack, 8 2-damage Energy Explosion top dial.
Despite the offensive potential, this Dr. Strange really is best used to maneuver the rest of the team (all figures) while providing some extra defense courtesy of Shields of the Seraphim. His starting Perplex can be a big help in getting alpha-strikes (by boosting range values) from both Spider-Man and Scarlet Witch. His own defenses can be boosted by and adjacent Spider-Man copying the Defenders team ability.
R Dr. Strange Points: 75 Range: 8
Team: Defenders
Keywords: Defenders, Detective, Marvel Knights, Midnight Sons, Mystical
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Shields of the Seraphim: Dr. Strange and adjacent friendly characters can use Energy Shield/Deflection.
This force works best when played to rely on their ranged attacks. The from Scarlet Witch can help prevent opponents from lining up behind a wall of stealthy figures, and Spider-Man has some top-dial move-and-attack options in close combat that can help crack turtles.
This is the sort of force you can try to build an opposing force from the comic to battle: the 263-point Quasar Super-Rare from the Captain America set is an obvious starting point.
V Quasar Points: 263 Range: 10
Team: Power Cosmic
Keywords: Annihilators, Avengers, Cosmic, S.H.I.E.L.D.
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Impenetrable Mental Shields: When a target of Mind Control or Penetrating/Psychic Blast, Quasar modifies his defense value by +2.
Quantum Teleportation: Quasar can use Phasing/Teleport. When he does, if he moved 5 squares or less, after the action resolves he can make a ranged combat attack at half range as a free action.
Quantum Constructs: Quasar can use Barrier, Defend and Invulnerability.
You can feel free to litter the map with objects from the Project Pegasus vaults, and back Quasar up with whatever minions you want to represent the minions of Set. I think this could be a fun battle, especially if Quasar is backed up by mind-controlled forces of S.H.I.E.L.D.!
I have actually played a team based on this line up. It was a lot of fun!
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
I have actually played a team based on this line up. It was a lot of fun!
I recently played the lineup posted, against an 'Atlantis' villain team, and they did fine, despite having to deal with aquatic terrain. I had to play them slower (and more conservatively) than I prefer, but that sort of play style is quite common so I think many players could make it work for them.
Spider-Man was a lot of fun to play, although he kept getting based to prevent his use of move-and-attack. It felt weird to have Spidey beating down minions that came to him, but that is the way the game played out.
Nice write up! I agree with most of what you said and you have provided some nice nice strategies...having said that I must ask...
What the crud are you talking about when you said "aside from his special, thing isn't very mobile and will have trouble moving up" (paraphrased)?
This thing is perhaps one of the MOST mobile thing figures in the game! He can move a full 7 squares and then follow with an attack the same turn. He has move and attack for the majority of his dial and only will ever require tk assistance on his last four clicks. With Dr. Strange granting energy shield deflection and the plethora of probability and perplex on this team, I truly don't believe thing will be busy blocking lines of fire. This is a mean team and I can see it devastating opponents if used correctly. Thing has a 20-21 defense standing next to doctor strange as does spiderman. Scarlet witch can do away with any pesky mystics or power cosmic powerhouses and quasar will provide a decent tent pole as spiderman and thing run around the board bashing the ever living lights out of the opposition. I feel for anyone going up against this team...nice design and synergy you set up here! All the whole remaining comic accurate!
For a comic accurate opposing team it would be fun to see the Collector and the serpent society. The collector can in cap two opponents and send them into his starting zone to be obliterated by snakes! Eh....did I say "comic accurate"? More like comic simulated accuracy because there aren't a lot of snake figures and the crown isn't a 3d object. (Buy a bunch of serpent colossal from fear itself perhaps)
Nice write up! I agree with most of what you said and you have provided some nice nice strategies...having said that I must ask...
What the crud are you talking about when you said "aside from his special, thing isn't very mobile and will have trouble moving up" (paraphrased)?
Since The Thing does not ignore hindering terrain, characters or the rim, any player with map choice and character placement can limit exactly where the character can get to, and what figures he can attack. It's been my experience that non-fliers with those sorts of powers and limitations can get set up easily for outwits and/or attacks that burn through damage reducers.
Keep in mind that his special action-token removing power only works if he is adjacent to FRIENDLY figures, so this figure does not play well if it is up by itself trying to beat down opponents.