HeroClix League of Athens
Seminar #4: Power and Responsibility
Article by THE-MOX

Rather than go into gross detail about every last superpower and how it works, I'm going to talk about most of the superpowers that you'll probably have to go out of your way to put in your army. So, obviously, we're not gonna talk about the obvious ones like Super Strength or Toughness or Leap/Climb. Your figure either has it or doesn't. You aren't going to make an effort to make sure there's Toughness or Leap/Climb in your army. I want to discuss more of the ones that can sway the tide of battle.

In the Speed category, we'll be discussing:

Mind Control: This is one players either like or don't like. It has potential based on the type of game you're playing. If you know you're going to be involved in a game with a lot of rookies or otherwise wimpy pieces, it won't be worth your while. Mind Control's greatest asset comes from the ability to control another piece, turn him around, and obliterate your opponent with it. In a game with firecrackers instead of M-80's, you can't do much damage and this turns Mind Control into an overpriced Incapacitate. Also, aside from pushing, Mind Control doesn't actually damage the target. In a lot of cases, that could hurt you in the long run. Even if you used the big gun to wipe out their army, you've still got to deal with said gun in the end. Also keep in mind that, except for a couple of figures, Mind Control doesn't come cheap.

Hypersonic Speed: Although few figures in the game possess it, this power can be a total nightmare if done correctly. The ability for this figure to never remain based is invaluable in itself. Pair it with the usually very high movement and attack they have, and your opponent has a real menace. In the right situations, these guys will win games. They're useful for taking out grunts and the small, annoying pieces like the Prob. Controllers, medics and Bat-allies. (Bat-allies hate these guys.) Usually, it's kind of expensive with the cheapest being Flash(R) at 68pts. Also, in a game where you find guys with Toughness or Invulnerability, you've got to haul out Nightcrawler or Amazo, and both are neither easy to find nor cheap to use. If you don't get too gutsy with them, they'll be standing at the end of the game. And at worst, they'll draw away an Outwit action.

Running Shot: You'll be surprised how valuable this is in the right hands. The ability to move and shoot in one action is great. Give it to a flyer, and they can still taxi for that half movement and then raise hell. Best to use these with figures that have high base damage like Thor and Human Torch, rather than figures with this and Ranged Combat Expert. Only because with the base damage, you're at a good initiative to burn it every chance you have. With the pair of powers, you'll suddenly be looking to break out the Ranged Combat Expert instead of Running Shot when you can. In this case, you'll probably get one good Running Shot to set up, then spend the rest of your time on Ranged Combat Expert. Keep this in mind as good Running Shot figures aren't cheap.

Charge: Charge isn't as good as Running Shot. Here's why. With Running Shot, you get a ranged attack. This means you aren't based and can proceed to do it each action possible. With Charge, you go into the fray, and then you're stuck there until you die, the opponent's figure dies, or you decide to break. And chances are one good attack against you will take your Charge from you, so you're paying for one advance attack only. Not something I go to great lengths to add.

Flurry: I only suggest this if you can get figures with it up-front. The reason is it's a good power if you have a good attack and damage value. Guys like Taskmaster and Spider-Man who get it near the end usually have low attacks or low damage and the problem with Flurry is that each attack checks against Toughness/Invulnerability instead of both at once. So a figure with Flurry and 1 damage isn't going to hurt a Hulk.

In the Attack category, we'll be discussing:

Blades/Claws/Fangs: This is an underrated power simply because it turns sub-par attackers into amazing close combat brawlers. The ability to do 6 damage in one attack even overpowers the mighty Hulk. It's an inexpensive power and comes equipped on some good cheap pieces like Psylocke, Silver Samurai, and Elektra. For the cost of one huge brawler like Abomination or Doomsday, you can get 2 or 3 of these. I usually find it a good idea to pack one, maybe even two of these.

Energy Explosion: It seems anymore, you can't get by without it. With the plethora of cluster armies like Green Lantern armies or the Con Artist army, you really should find a way to get some of this on your team. While not super powerful, its ability to share the fun can hurt certain strategies. In addition, it's a clever diversion to Stealth, Range Deflection and Super Senses. You'll find this standard on a lot of good, quality ranged combatants like Storm, Firestorm, and Ultron, so keep it in mind. It's usually not that expensive to add.

Telekinesis: I always classified this as an iffy power, but this is only because with the guys I play with, we don't use objects so it takes away half of its usefulness. My complaint, though, about it's other use is this. Once you Telekinesis your figure the 10 squares away, what next? You're suddenly 10 squares from your target and have to catch up. For that 10 squares, the figure could have been carried up there and then keep the 2 intact to do it again. If you're willing to sit back and Telekinesis your entire army into the fray, then fine, but I just don't see the logic. However, in the right situations, it can work effectively as a set up weapon if the opponent bases you. Use Telekinesis to throw him right into the arms of a beating. It's a risky strategy, yes, but can be fun. This works okay if you're running figures that have it with something else like Moondragon and Green Lantern, but something like this I don't believe warrants a Jean Grey or Cosmic Boy. (Note: Opinion of this may change after the advent of the Indy Clix rules.)

Incapacitate: Originally an expensive power, Incapacitate isn't too bad anymore. The only real advantage I see to this is to have it with multiple shot. Otherwise, you spend one action to kill one action on the opponent and you're always looking to net effects. With multiple-shot Incapacitate, you can spend one to kill 2 or 3 actions on your opponent. Multiple figures with multiple shot Incapacitate can annoy your opponent to frustration and if you like that, go for it. A lot of people see Batman and Nightwing as having it and being expensive, but it doesn't have to be. Green Arrow, Hawkeye, and Boomerang are pretty good candidates and it doesn't cost a whole lot. Plus, through pushing the opponent, you free up whole turns for the rest of your army.
Continued on Page 2...
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