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Fixing HeroClix

Critical Miss: Injustice League
The Le (05/17/2010)
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HeroClix MysticsThe good news is that there's still hope. Team Abilities get re-written all the time and often times revamped to be better than the original. Just look at the improvements made to the Masters of Evil TA or Titans TA.

Now that we've identified the problem, we can look at solutions. A total re-write is necessary to fix this terrible TA, but there are certain things that we have to keep in mind.

There are two basic types on Team Abilities: those that need at least 2 figures to work (i.e. JSA), and those that can work solo (i.e. Mystics). The Injustice League definitely fits in the "at least 2 figures" category... there's a reason it's called a "League".

In my opinion, the most appropriate way to fix the Injustice League TA is to simply reword it so it acts like the Green Lantern Corps ATA Feat card:

GREEN LANTERN CORPS: When a character with this team ability makes an attack against a target character, you can modify the character's attack value by +1 for each friendly character with the [Green Lantern Corps] team symbol that has attacked the target this turn.

See that? It works very similar to the current Injustice League TA, requiring one member to make an attack first. But subsequent attacks by additional team members gets an attack bonus rather than a lame "free action token".

I definitely don't want the Injustice League to follow the JSA or Sinister Syndicate model -- I'm not a huge fan of TAs that lend and borrow combat values. This is especially true here since Injustice League figures mostly have average combat values. I do like the Superman Enemy ability though:

SUPERMAN ENEMY: When two friendly characters that can use the Superman Enemy team ability are adjacent to each other, once per turn, the character with the higher point value may be given a free action. If you do, that character can use Outwit until the beginning of your next turn, if it cannot use Outwit already. If the two characters have the same point value, their controller chooses which is treated as the higher point character this turn.

A new Injustice League TA could work just like this one, but rather than Outwit, these team members could get Exploit Weakness and Psychic Blast -- this would boost their combat effectiveness without giving them the all-powerful Outwit (and it would certainly help with all those average combat values). Or if you want to keep it simple, just replace the "Outwit" with "Perplex".

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Your Comments:
I absolutely agree, The Le. The IL needs to be changed. Besides, how many IL members could you fit into a standard 300 or maybe 400 point team anyway?! I like the Weaken Enemy version best, but Watch my back is pretty good too.

Posted by: Owlman166 on 8/3/2010 8:11:52 AM
"When a character with the IL TA is given a close-combat or ranged-combat action while adjacent to a friendly character with the IL TA, after resolving that action the character may make a close combat attack or ranged-combat attack (respectively) as a free action."

Or if that's too much, simply: "When two or more friendly Injustice League team members are adjacent, they can use Flurry."

Posted by: Alan Wilkinson on 7/10/2010 4:10:23 PM
Lol yeah it is pretty poor when you think about the high cost characters and the probability of having clix with leadership in the mix. i thought the avengers one was bad, but at least they have a large number of ATA feats to choose from instead

Posted by: Ste on 6/26/2010 12:18:24 AM
i like the ATA for the IL team already out ther have to roll for outwit its not much but at least its free

Posted by: deathstroke77 on 6/25/2010 4:20:15 PM
Could also do the same for Green Lantern Corps EXCEPT change +1 attack to +1 damage to show how sinister they can be.

Posted by: Lord Logan on 5/25/2010 8:46:14 AM
i think it may not work for strictly injustice league theme teams but it might work for non theme teams like one low point character with IL team ability (merlyn perhaps)+ wildcards. But yah it sucks that its not comic accurate.

Posted by: edQ on 5/19/2010 3:52:48 AM
Nice article, though I'm not quite ready to completely write off the new TA just yet. Uberman is definitely correct about this and certain other abilities losing their strength beyond the 200-point mark.

Posted by: Rurouni KJS on 5/17/2010 10:38:23 PM
@robeywan: the cost of a TA is already part of the figure cost, and all ATA's now have an extra cost. Since we're already paying for the original TA, it would be nice if it was actually useful.

Posted by: The Le on 5/17/2010 12:22:44 PM
what about the ATA out there already?

Posted by: robeywan on 5/17/2010 11:49:22 AM
I agree. I play the team built never use the team ability. I just like the figures that you get to combined with the reserved words.....

Posted by: scourge101 on 5/17/2010 10:52:47 AM
Oops - she took down GL - truly impossible!

Posted by: Spudues on 5/17/2010 10:06:11 AM
Was just reading the Hall of Doom brawl (JLA vs. IL) last night. Throughout the book, the baddies seemed good at concentrating their ranged attacks - Spotter seems pretty accurate! And Poison Ivy took down Firestorm all by her lonesome, almost impossible in Clix. . .

Posted by: Spudeus on 5/17/2010 10:04:31 AM
That, or change it to a 1 action per 150 point structure. Basically this, the free-move TAs and Leadership were all built for 100 or 200 point games. Now we're in a time of 200 point FIGURES being standard the action/point system should be tweaked to bring everything back into line.

Posted by: Uberman on 5/17/2010 9:39:11 AM

Posted by: LORD LOGAN on 5/17/2010 9:21:09 AM