Browsing All Posts published on »December, 2011«

Top Ten Needed Change #1: INCAPACITATE

December 30, 2011


Incapacitate. It’s almost a given: if a figure appears to be overcosted, one is rarely surprised to see multiple slots of Incap on its first few clicks. Sure, Incap is great: against Mystics (if they already have a token AND if they can’t use Willpower) with multiple targets with Stunning Blow against tough targets…IF they already have […]

Top Ten Needed Change #2: “SILVER” AGE

December 29, 2011


    Remember Feats and Battlefield Conditions? I do. Remember what a colossal pain they were to deal with? I do. Do you miss having to deal with them in nearly every tournament? I don’t. That’s why I was glad for the current Modern and Golden Age formats for HeroClix — the first, for the […]

Top Ten needed change #3: OUTWIT

December 28, 2011


Outwit is one of the most expensive powers in the game, and with good reason: it alone has the ability to render useless the powers and/or abilities an opposing figure is paying good points for. Not only that, but it can do so from the relative safety of 10 squares away, requiring only a clear […]

Top Ten needed change #4: SUPER STRENGTH

December 27, 2011


A few revisions of the rules ago, Super Strength got a nice little upgrade for those occasional characters with the power who couldn’t smash through walls or destroy objects without help due to only having 1 or 2 damage value. And for a while, that was all the tweaking Super Strength needed. But other rules […]

Top Ten needed change #5: REGENERATION

December 26, 2011


< Regeneration is a double-edged power. On the one hand, it’s a chance to do something few effects allow in HeroClix: healing. On the other hand, it’s a defense power that doesn’t help you one bit on defense and even has a solid chance of utter failure. The problem is that, in the game, it’s […]

Top Ten most needed change #6: MIND CONTROL

December 25, 2011


Mind Control is one of the most expensive powers in the game, and in the early days, it wasn’t hard to see why. Not only did it gain control over a character not on your force, allowing you to move it or make it attack its allies or deactivate one of its powers, but it […]

Top Ten Needed Change #7: BARRIER

December 24, 2011


Some time ago, I did a Top Ten on Barrier, writing something about how it’s one of those sleeper powers that can totally steal the show when built right. But Barrier has one big, stupid problem: It can only be used on clear terrain. Barrier should be air-tight; the appearance of unoccupied hindering terrain or […]

Top Ten Needed Change #8: INJUSTICE LEAGUE

December 23, 2011


Originally, both Injustice League and Masters of Evil got this identical team ability: “When two or more friendly Injustice League team members are adjacent to the same opposing character, each team member may use this team ability to be given a close combat or ranged combat action which may target only that adjacent opposing character. […]

Token Totin’ Thursday: HULK edition #2

December 22, 2011


Welcome back to the photographic record of Super-Strength characters who can hold their own object tokens. Today we’re looking at more from the HULK set! Icehulk (Incredible Hulk #048, center) and A.I.Marine Hulk (#100, right) hboth holds their tokens neatly in the ice formation and under his right arm, respectively. But Hulk Robot (#006, left) really […]

Top Ten needed change #9: Outsiders Team Ability

December 21, 2011


Outsiders team ability reads: “Once at the beginning of your turn as a free action, characters using the Outsiders team ability may choose a character (including itself) within 10 squares to which it has a clear line of fire. Until the beginning of your next turn, the target’s combat values can’t be modified. This team […]