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WizKids Open Primer: Guardians of the Galaxy part 2
Guardians of the Galaxy took the HeroClix community by surprise with its unpreviewed dials, but the WizKids Open circuit means many more Sealed games lie ahead for this set! The Uncommons bring us a lot more Kree and a few more Inhumans. Will we see themed teams built around these keywords too?
Kree Strategy - Overwhelm: Adjacent friendly characters with the Kree keyword modify their attack value by +1 unless already modified by this effect.
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The army units slip into the Uncommons with this second designation within the Kree ranks. Unfortunately, the characters you want him to help are in the same slot he shows up in! A passive +1 to attack is obviously useful, as is his Enhancement. Sidestep helps him keep pace with a moving ally. And at 45 points, all of this is fantastic. It's just a shame to see him at this rarity.
#gotg017b Kree General
Team: No Affiliation
Range: 6
Points: 76
Keywords: Kree, Soldier
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Kree Strategy - Divide: Each opposing character that isn't adjacent to another opposing character modifies its defense value by -1 unless already modified by this effect. Leader of the Kree Effort: Kree General can use Energy Explosion and Leadership. When he uses Leadership and succeeds, the action token he removes may be from any friendly character with the Kree keyword. If he does, then Kree General can't use Stealth this turn. Strategic Maneauver: Kree General Can use Outwit. Give Kree General a power action and place him in any square with in 6 squares to which no opposing character has a clear like of fire.
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Of all the Kree army units, this is the one I'm least excited about. His Kree Strategy is entirely avoidable unless the opponent is using a one-man army. His Leadership is only notable if you're using a big Kree attacker- and like the last guy, Kree General is using up the slot you're most likely to find a big Kree gun in! His damage is low, and he doesn't have the great support powers that the Lieutenant does. 76 is too much for this in sealed.
Minion: Servant Class: If a friendly character with the Inhumans keyword and a higher point value is within 4 squares, you may give Alpha Primitive a free action to move as if it had a speed value of 4. Limited Intelligence: When Alpha Primitive is targeted by Outwit, counter all of its powers. When Alpha Primitive is targeted by Mind Control, modify its defense value by -2. Friendly characters not named Alpha Primitive can use Mind Control, but only to target Alpha Primitive. When they do, Alpha Primitive is dealt 1 unavoidable damage after actions resolve unless the attacking character is named Maximus.
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This guy has received a lot of buzz already. I think there's a fan base forming. When you consider a character to round out your point total, you seldom think of a frontline attacker capable of one-shotting 100 point figures, but that's exactly what you get with an Alpha Primitive. The Minion ability keys off Inhumans (who, unlike the Kree, are found as often in the Rare slots as the Uncommons) and grants a super-sidestep while also allowing Alpha to be Mind Controlled by your own characters, even if they don't have Mind Control. These are the deadliest pawns ever put on a clix map, and I expect they'll be common filler going forward.
Living Up to Captain Marvel's Legacy: Once per game when Captain Marvel would be KO'd, instead roll a d6 that can't be rerolled. One a result of 1-3, turn her to click #7 and modify her combat values by -1 this game. On a result of 4-5, turn her to click #6. On a roll of 6, turn her to click #5 and modify her combat values by +1 this game. Trained Pilot: Captain Marvel can use Energy Shield/Deflection. Seventh Sense: Captain Marvel can use Outwit and Probability Control.
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Captain Marvel takes a different route than Ikon to reach 150 points. Starting with Hypersonic Speed and Super Strength, she prefers a hit-and-run approach, ideally from Hindering terrain near enough to use Outwit on her target. Traited Energy Shield/Deflection keeps her defense high, especially if her teammates can keep opponents from reaching her. A limited rebirth at the end of her dial might save her, or it might just put off the inevitable- either way, it doesn't hurt! With the same limited 7 clicks, most players will still find the former Ms. Marvel lasts a lot longer than you'd think!
#gotg019b Prime Dr. Minerva
Team: No Affiliation
Range: 4
Points: 125
Keywords: Kree, Scientist,Soldier,Starforce
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Ideal Genetic Mate: When Dr. Minerva is adjacent to a friendly character named Captain Atlas or Captain Marvel, modify all of their combat values by +1. Experiment On You to Improve Our Species: Once per game before an adjacent opposing character with one or two action tokens takes damage from Dr. Minerva's attack, you may choose a standard power that character can use. Until the end of the game, friendly characters with the Kree keyword can use that power. Psyche-Magnetron Exposure: Dr. Minerva can use Perplex. She can use it normally or, when she targets a character with the Kree keyword, she may modify any combat value besides damage by +2.
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The Kree just live to be helpful! But unfortunately they're all crammed into the same slot! This Prime is a great focal point for a constructed team, but a little less impressive tossed onto a 'best I can do from 2 boosters' assembly of figures. 125 is a heavy cost for a 6-click figure who relies on Charge, but if you can manage an early attack, she might gain a deadly power that drastically improves her usability. I'm so torn on this one! If you manage to pull her, you decide!
#gotg020 Ronan the Accuser
Team: No Affiliation
Range: 7
Points: 153
Keywords: Annihilators, Kree, Ruler, Soldier, Starforce
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Temporary Alliance, Sealed by Marriage: When you build your force, friendly characters with the Kree keyword also have the Inhumans keyword. Invisibility Cloak: Ronan the Accuser can use Sidestep. Ronan the Accuser can't be targeted by non-adjacent opposing characters unless he made an attack during your last turn.
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Ronan ALMOST redeems the entire flawed Kree sealed concept by giving Kree teammates the Inhumans keyword! Except that it's the Inhumans who need the Kree keyword to expand those Kree-restricted abilities! Ronan is a decent centerpiece, but you usually want better than decent before committing to one character like this. The good aspects of his dial: a fast Running Shot, Invincible to stave off penetrating damage, and an Invisibility Cloak special that kicks in after he takes a big hit, keeping him safe from follow-up in some cases. With some Kree support, he could really go the distance. Barring that, the Accuser should keep his mouth shut.
#gotg021 Korath the Pursuer
Team: No Affiliation
Range: 6
Points: 140
Keywords: Kree, Scientist, Starforce
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Pursuer Template: At the beginning of the game, choose an opposing character. If that character has one or more action tokens, give Korath the Pursuer a free action to move up to 3 squares. Beta Batons: Korath the Pursuer can use Energy Explosion and Ranged Combat Expert. When he uses Ranged Combat Expert, he may activate Energy Explosion. Detecting Non-Kree Brain Patterns: Korath the Pursuer can use Outwit. If no opposing character has the Kree keyword, he can use it a second time.
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Korath is the unexpected rockstar of the Kree empire. With a traited Sidestep-like ability (on top of late-game Sidestep, even!), he can get into the fight fast. Penetrating damage lets him focus his Outwit(s?) on abilities besides damage reducers. If he only had Indomitable, he would be competing with some of the best headliners of the set! His biggest limitation is his defense track, which doesn't bother to dodge attacks and can't absorb much damage.
#gotg022 Talon
Team: No Affiliation
Range: 3
Points: 60
Keywords: Inhumans, Guardians, Mystical
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[/quote]
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If you failed to get Probability Control from your Commons, Talon may stand out in the crowd. And 60 points for a Probber with combat options isn't terrible. Talon also has two of the better keywords in the set, making him the perfect fit for those last few points. Talon could easily serve as a 'fling and forget' attacker on a TK-loaded team. But starting with Toughness over Combat Reflexes isn't very appealing, and neither is his crumbling late dial. All in all, his dial is a wash.
#gotg023 Yondu
Team: No Affiliation
Range: 8
Points: 76
Keywords: Guardians of the Galaxy, Mystical
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Targeting: Keen Eyes:OO> Yaka Arrows: Give Yondu a power action. Make a ranged combat attack targeting a single opposing character regardless of line of fire.
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If Yondu is within 8 squares, watch out! He can shoot you wherever you may be, and he'll do it with Precision Strike! If not, Yondu's still good for a Running Shot. After taking a hit, he's either adding Ranged Combat Expert to his list of options or he's fallen onto Regeneration. You can't go wrong including him.
Last edited by saturnflight; 09/12/2014 at 23:30..
#gotg024 Aleta
Team: No Affiliation
Range: 10
Points: 130
Keywords: Cosmic, Guardians of the Galaxy
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Occupy the Same Physical Space: After an action resolves during which Aleta took damage from an opposing character, you may replace her with gotg004 Starhawk on the same click number. Solid Light Shield: Aleta can use Energy Shield/Deflection and Toughness. Adjacent friendly characters can use Energy Shield/Deflection.
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Feel like you've seen those numbers before? That's because they're lifted right off Starhawk's dial. Aleta is the same sort of figure, only she's traded Running Shot for Hypersonic Speed on that opening click, dropping the incompatible Psychic Blast for an equally useless Incapacitate. More importantly, however, she's picked up Energy Shield, and she's happy to share. After a hit, Aleta changes her synergy altogether, gaining a Running Shot / Pulse Wave combo for 3 clicks before returning to Hypersonic Speed, this time with the compatible Precision Strike! Notice that Aleta also gave up in the exchange; that can work for or against you.
#gotg025 Ebony Maw
Team: No Affiliation
Range: 0
Points: 65
Keywords: Black Order, Minions of Thanos
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Words, Words, Words: Whenever an opposing character uses Outwit, Perplex or Probability Control, place a Whisper token on this card. Give Ebony Maw a free action and remove a Whisper token to use either Outwit, Perplex or Probability Control until your next turn if he can't already. He may be given this free action up to three times each turn. Cull Obsidian: When Ebony Maw is Ko'd by an opposing character's attack, deal damage to that character equal to the last amount of damage dealt to Ebony Maw. This damage can't be reduced below 1. Twist You Into Betrayal: Whenever Ebony Maw is targeted with an attack from an opposing character, you may choose an adjacent opposing character that isn't the attacker to be the target of that attack even if that character couldn't normally be targeted.
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People get so hung up on the Words that they don't even notice Ebony Maw's Betrayal! Turning an adjacent opposing character into a target in place of Maw is fantastic. It's more than fantastic, actually; it's downright game changing. Of course, it can be Outwitted- and it should be- but odds are Maw can Outwit too, and using it to keep that Betrayal going is a great idea. When he does get put down, he dishes out unbelievable retaliation. It almost makes his short 5-click dial an asset, because annoyed opponents want to seize the opportunity to take him out in one blow!
Inhumanity: Crystal can use Perplex, but can't modify damage values and may only target a character with the Inhumans keyword within 3 squares.
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Crystal cycles through Pulse Wave and Psychic Blast in the early stages of her dial, both of which are desirable options. But it's her stat boosting that really demands attention. With a +2 to her own defense from Energy Shield/Deflection, a +1 to anything but damage via her traited Perplex, and Enhancement, she brings everybody up- especially her fellow Inhumans. 75 points is a sweet cost for a figure this useful.
Inhumanity: Gorgon can use Perplex, but can't modify damage values and may only target a character with the Inhumans keyword within 3 squares. Bull Rush: Gorgon can use Charge. When he does and moves in a direct line, modify his attack value by +1 for every 2 squares he moved. Quake Stomp: Gorgon can use Quake. When he does, opposing characters within 3 squares are considered adjacent.
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Gorgon will end up known for his 3-square Quake, which requires no line of sight and can even hit opponents through walls. His Perplex might as well be permanently applied to his defense, however; he has little protection from retaliation. His damage isn't high enough to finish anyone, but with Quake he may be able to ruin strategies. I'd recommend running Gorgon as a tagalong behind your close combat brick; from the safety of 1 square back, he should be a real pain.
#gotg028 Karnak
Team: No Affiliation
Range: 0
Points: 75
Keywords: Inhumans, Martial Artist
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Always See the Weak Spot: Damage dealt by Karnak is penetrating damage. Inhumanity: Karnak can use Perplex, but can't modify damage values and may only target a character with the Inhumans keyword within 3 squares.
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Karnak feels soft, but he's likely to make the first strike. His Charge radius is respectable, and his trait making all damage dealt penetrating is excellent when stacked on top of Precision Strike (no evading, no reducing, no redirecting!) No matter how you pitch it, however, you'll keep coming back to those 5 clicks. One bad Senses roll can sink this ship. So, is Karnak worth it to you? I suppose it depends on what else you've got.
#gotg029 Moondragon
Team: No Affiliation
Range: 6
Points: 85
Keywords: Avengers, Defenders, Guardians of the Galaxy, Infinity Watch, Martial Artist
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Psychic Intrusion: Moondragon can use Penetrating/Psychic Blast. When she does, after actions resolve she may use Mind Control to target a hit character as a free action.
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When we last met a Telekinetic Guardian of the Galaxy, he earned a controversial 4 rating. Moondragon deserves no less. While your second use of TK is going to have to wait a turn, it pushes Moondragon onto Running Shot / Psychic Blast (the combo everybody's using) with a bonus Mind Control against the injured target. She also picks up Outwit. Backed into a corner, Moondragon finally falls back on her martial arts, and becomes a capable close combatant. No one's winning a game with her alone, but she may very well be the reason her teammates were able to get it done.
#gotg030 Star-Lord
Team: No Affiliation
Range: 6
Points: 110
Keywords: Guardians of the Galaxy, Imperial Guard, Pilot, Spartoi, Warrior
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Targeting: Marksman: Ignores Hindering Guard the Whole Galaxy: Friendly characters with the Guardians of the Galaxy keyword may replace their defense values with the highest printed defense values among friendly characters with that keyword. Tactical Maneuver: Star-Lord can use Outwit. When he does, he can count range and draw lines of fire from any friendly character that shares a keyword with him.
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Star-Lord brings the Guardians home with an incredible defense-sharing trait that spans the map, though in sealed it's more likely to act as stability than give out drastically high numbers. He also adds a nebulous floating Outwit to your team, which he can use from anyone's square (keyword dependent, of course). Even without these special powers, Star-Lord brings a nice dial filled with high attack values, intimidating Energy Explosion, and the ability to see through Hindering.
#gotg031 Nova
Team: No Affiliation
Range: 6
Points: 60
Keywords: New Warriors, Nova Corps
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Black Nova Helmet: Nova can use Running Shot and Stealth. I Wonder How Much Power I Can Generate: Nova can use Pulse Wave. When he does so and his damage value would become 1, it becomes 2 instead. When Nova uses Pulse Wave in this way, deal him 1 unavoidable damage after actions resolve.
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Nova Sam will really shine in constructed, gaining powers from the movie-set Corpsmen. In sealed, what you see is what you get. Sam sports the tried-and-true combo of Running Shot and Pulse Wave, but hurting himself for hitting multiple targets- even for extra damage- feels a steep price to pay on a 5-click dial. Sam is a cheap bomb, and guaranteed to do himself in while he chips away at the opponent.
Perfect Seduction: Starfox can use Mind Control with a range value of 10. When he does, before the attack, you may choose 1, 2 or 3 lower than his target's click number. Increase his and his target's attack value by the chosen amount. After actions resolve, heal the character hit by Starfox by the amount chosen. I Psionically Stimulate Your Brain: At the end of your turn, you may roll a d6 that can't be rerolled for each other friendly character within 3 squares. On a result of 6, heal that character 1 damage.
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Sidestep and a 10-range Mind Control give Starfox a long reach. On the flip side, Starfox also loads up Exploit Weakness on his opening clicks, an option you hope to never use. Starfox's real specialty is healing, which he offers to his opponents if they'll let him Mind Control them. There are times this is a useful trick, but you may not recognize the opportunity when you see it. After 2 clicks, Starfox starts passively healing his teammates- but the odds aren't exactly in their favor. All of this is to say that the only guarantee with Starfox is where we began: Sidestep and a 10-range Mind Control.
Last edited by saturnflight; 09/15/2014 at 17:59..
This is a great review. During the prize round in my last tournament, Yondu and Moondragon were both available and it was a tough decision--ultimately the Defenders keyworded Moondragon was my choice. Now I know that I couldn't have gone wrong with either one!
Well, what if there is no tomorrow? There wasn't one today.
I think you're underestimating Ronan here. I played him in our GotG sealed event and he's a beast. Indomitable is incredibly valuable in sealed, as is invincible (especially in a set with rather limited outwit). I ran him with an Alpha Primitive (remember Ronan also gives himself the Inhumans keyword) and something else that's escaping me at the moment. Most hits will put him on his Pulse Wave/Perplex clicks. He's truly a threat on every click.
Hate to be 'that guy'...oh, who am I kidding, nitpick AHOY:
Not to be overlooked, but doesn't exactly raise his value, Ronan's trait means the Inhumans are perplexing the Kree (namely, Ronan). This makes Ronan's additional three points a killer in 300, because the main-set Inhumans are real sticklers for being 75 or 150 points. d'oh! Ronan's best ally is Crystal (carry her, have her Perplex not-damage and Enhance him to boot), but since even if you do manage to pull both you might STILL have better options, the Kree/Inhuman alliance is leaps and bounds better in 400 than 300.
Quote : Originally Posted by saturnflight
I'd recommend running Gorgon as a tagalong with your flying brick;
Battle Fury: the ultimate troll. Gorgon's going nowhere, even with fellow Inhumans that ignore combat symbols...because Battle Fury isn't a combat symbol. He's still decent in sealed, but not as mobile without precious TK, which the Inhumans only get through Maximus (rare!) in the main set...though you can always crib it from Moondragon or Major Victory. The best trick to catch people off guard is to keep him one additional square away...people usually count his charge range (5) + Quake range (3) and forget that he can perplex his own movement. Suddenly he's moving six, capping his own attack value if you manage the straight line, and still quaking through everything. On that note, it can be worth using a TK just to make sure he's moving in a straight line!
Last edited by Arokosaki; 09/13/2014 at 15:07..
Arguendo of the Beige Lanterns (Pedantry Corps)
Feb 2015: JL Trinity War has have given us the CSA, playable and together. Twice. ROCK ON!
REClixed: Justice for Dmitri Pushkin (your sacrifice will not be forgotten)! New generic Rocket Red @50-75 points while we're at it? Still no 19DV Defender? (WoS Groot doesn't count)
Power Girl AND Bust.
For a 110 points you're paying for a piece that can only shoot for 3 damage and outwit through other figures. Considering his glass jaw and the fact that he can't pump
Up enough damage AND stay monile enough he'll have struggles.
Drax aside: i think he's one of the worse GotG in sealed
Ronan I think is 3 shields because i. Aset with so many large bricks RS p/pB woth 4 damage and invincible is a boon!!!
I'd also give Carol 4 because tht prob top dual is rare!
If you wish to make an apple pie from scratch, you must first invent the universe.-Carl Sagan
Hate to be 'that guy'...oh, who am I kidding, nitpick AHOY:
Not to be overlooked, but doesn't exactly raise his value, Ronan's trait means the Inhumans are perplexing the Kree (namely, Ronan). This makes Ronan's additional three points a killer in 300, because the main-set Inhumans are real sticklers for being 75 or 150 points. d'oh! Ronan's best ally is Crystal (carry her, have her Perplex not-damage and Enhance him to boot), but since even if you do manage to pull both you might STILL have better options, the Kree/Inhuman alliance is leaps and bounds better in 400 than 300.
Battle Fury: the ultimate troll. Gorgon's going nowhere, even with fellow Inhumans that ignore combat symbols...because Battle Fury isn't a combat symbol. He's still decent in sealed, but not as mobile without precious TK, which the Inhumans only get through Maximus (rare!) in the main set...though you can always crib it from Moondragon or Major Victory. The best trick to catch people off guard is to keep him one additional square away...people usually count his charge range (5) + Quake range (3) and forget that he can perplex his own movement. Suddenly he's moving six, capping his own attack value if you manage the straight line, and still quaking through everything. On that note, it can be worth using a TK just to make sure he's moving in a straight line!