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Teams from the Longbox
FEATURING The Defenders #7 (2011)
The Concordance Engines continue to send the Defenders on a peculiar series of adventures, and this one begins with a trip to the African Super-Science nation of Wakanda!
To see a 500-point force of heroes from this comic, follow the link!
Synopsis: The current Defenders (minus Namor) are on a quest to track down John Aman, an Immortal Weapon (as is Iron Fist) who has started killing other Immortal Weapons. The "Prince of Orphans" is hiding in Z'Gambo, a nation adjacent to Wakanda. Wakanda has an uneasy truce with Z'Gambo, so rather than directly invade King T'Challa and Princess Regent Shuri (both heirs to the Black Panther legacy) offer a potion of psychedelic "Wakandan Soul Juice" to use to seek advice from the Ancestral Panther Council. Red She-Hulk declines the drink, so the force that goes on the 'trip' is:
128 (Captain America 037) Black Panther 120LE (Avengers 105) Sentinel of the Skyways 92 (Avengers 024) Black Panther (as Shuri) 75 (Galactic Guardians 206) Dr. Strange 70 (Secret Invasion 004) Iron Fist 13 (Galactic Guardians 014) Astral Dr. Strange
+2 Newer Fantastic FourAdditional Team Ability
= 500 Points
I am always pleasantly surprised when I find a comic-inspired use for new, rather pricey (in terms of point cost) figures like Black Panther. The character was made in the very first HeroClix set Infinity Challenge; the 27-point Rookie version long enjoyed a spot in the 200-point Marvel-only meta-game as a low-cost mobile figure with Outwit. A few devotees would rarely use the higher-priced figures, but I suspect that the reasons for not choosing to spend as little as 9 more points for the original Experienced version have been amplified when it comes to opting for either of the more recent 92-point (from 2007 Avengers) or 128-point (from 2011 Captain America) versions. This is unfortunate, as both figures have quite good dials; this force is an excellent opportunity to highlight both of them.
The true King of Wakanda is very well-represented by the 128-point version from the Captain America booster release. Both the sculpt and dial reflect the Black Panther of this issue: a ruler confident in his abilities and an ally worth seeking out. The () is wasted, but it is the trigger for a rather situational power anyway, so it isn't really missed. The Always One Step Ahead un-counterable Outwit is one of the most powerful versions of an already powerful power, and is sure to be useful against other forces in high-point games. The dial is surprisingly free of serious damage reducers typically found on figures in this price-range, so be mindful of the potential fragility.
V Black Panther Points: 128 Range: 4
Team: No Affiliation
Keywords: Avengers, Fantastic Four, Ruler, Scientist
10
11
17
2
9
11
17
3
9
11
17
3
9
10
17
2
8
10
17
2
8
10
17
3
7
9
16
2
7
9
16
2
KO
KO
KO
KO
With My Queen By My Side: If a friendly character named Storm is on the map, Black Panther and Storm may both use support, but can only use it on each other.
Always One Step Ahead: Black Panther can use Outwit. This power can't be countered.
T'Challa's sister Shuri has not been made in HeroClix, but it is no great stretch to use the next most-recent version of Black Panther, from the 2007 Avengers set, as a stand-in dial for her: Shuri is heir to the Black Panther legacy and shares most of the powers and abilities of T'Challa. This dial doesn't have great defense values, but as a wild Card it can copy the Defenders team ability to overcome that shortcoming. The damage values are low (but steady), but the great attack values combined with Perplex or/Outwit mitigate that drawback as well. I've long maintained that the key to effective shared-defense team abilities is highly mobile figures, and this version of Black Panther certainly qualifies.
V Black Panther Points: 92 Range: 0
Team: Spider-Man
Keywords: Avengers, Fantastic Four, Ruler
9
11
17
2
8
10
17
2
7
10
16
2
7
10
16
2
7
9
15
2
7
9
15
2
7
9
17
2
KO
KO
KO
KO
I have mixed feelings about recommending highly-rare figures for these Longbox forces, but if you want a low (point) cost version of the character with the actual Defenders Team Ability, the LE Sentinel of the Skyways (a judge reward from the 2007 Avengers set) IMO the best choice for the character. The biggest advantage of this dial is that you have to play the figure conservatively, but in adjacency with the figures that can share his defense values through the team ability, or later through Defend. This conservative play will also force opponents to try to figure out how to first-strike this Silver Surfer, which may make it easy for you to bring offense from your other figures.
E Sentinel of the Skyways Points: 120 Range: 8
Team: Defenders
Keywords: Defenders, Herald
10
10
18
3
10
10
18
3
10
10
17
3
8
9
17
3
8
9
16
3
8
9
16
3
8
8
17
2
7
8
18
2
KO
KO
KO
KO
Because of the points breakdown, I'm recommending the least costly modern-age version of Dr. Strange which was found in the Galactic Guardians counter-top display singles set. I am highly impressed by how well this figure compliments other Defenders team ability figures and I have no qualms about using it in place of any of the other excellent versions of the character. The opening Shields of the Seraphim are a big help for all adjacent allies, but do not overlook the ability of this figure to provide some offense as well.
R Dr. Strange Points: 75 Range: 8
Team: Defenders
Keywords: Defenders, Detective, Marvel Knights, Midnight Sons, Mystical
9
10
16
2
9
10
16
2
8
9
15
2
7
9
15
1
7
8
15
1
7
8
15
1
KO
KO
KO
KO
Shields of the Seraphim: Dr. Strange and adjacent friendly characters can use Energy Shield/Deflection.
Iron Fist is a character that we haven't had a bad version of, but there is one that stands out compared to all the other choices: the 70-point version from Secret Invasion and/or the Classics reprint. Stellar attack values with serious damage-dealing, plus mobility and a Wild Card team ability make this one of the most efficient close-combat figures in the game. On a modern Defenders lineup, this is just one more way to bring the pain to opponents.
V Iron Fist Points: 70 Range: 0
Team: Spider-Man
Keywords: Avengers, Heroes for Hire, Martial Artist
8
11
17
3
9
10
17
2
8
10
16
2
8
9
16
2
7
9
16
2
7
8
15
2
8
8
15
3
KO
KO
KO
KO
Good Fortune Thunder Kick: Iron Fist can use Leap/Climb and Flurry.
Champion of K'un-Lun: Iron Fist can use Super Senses and Willpower.
The above lineup is 485 points, and there are some options to spend the last 15 points. I recommend spending 13 of those points on an Astral Dr. Strange from the Galactic Guardians set. A figure like this can provide and extra layer of interference to help disrupt opponent's strategies. I prefer the 'Incapacitate' version to the zero-range Smoke Cloud version. Be aware that the KO condition can potentially trigger an action token on Dr. Strange.
R Astral Dr. Strange Points: 13 Range: 0
Team: No Affiliation
Keywords: Mystical
7
8
16
0
7
7
15
0
6
7
14
0
KO
KO
KO
KO
7
8
16
1
7
7
15
0
6
7
14
0
KO
KO
KO
KO
Dr. Strange's Animating Spirit: When this character is KO'd, roll a d6. On a roll of 1-3, give all friendly characters named Dr. Strange an action token.
Intangible and Invisible: Astral Dr. Strange does not require opponents to break away, does not block line of fire, cannot have damage transferred to it by Mastermind or be the target of Perplex, and may be given a move action as a free action once during your turn.
This lineup also has access to a several Additional Team Abilities: Marvel Knights (Dr. Strange), The Order (Dr. Strange, Sentinel of the Skyways), Fantastic Force (both Black Panthers), and Newer Fantastic Four (again, both Black Panthers). I think the 'defensive' powers range from a complete waste (Fantastic Force, which would duplicate Defenders) to marginal (The Order, Marvel Knights)...all of which would mean that the Astral Dr. Strange has to sit out the fight. The extra two points may as well be spent on a slight insurance policy, Newer Fantastic Four...which also can be copied by Iron Fist while he is on offense:
NEWER FANTASTIC FOUR Cost: 1 per character Prerequisite Keyword:Fantastic Four
A character using this team ability modifies its attack value by +1 when attacking characters possessing , , or combat symbols.
The secondary market price to field this team is about $40, most of which is due to the inclusion of the LE Sentinel of the Skyways. I was surprised to see that the next highest asking prices currently are for the CTD Dr. Strange and the Astral Dr. Strange!
ThIs looks like a really fun team to play! The Cap Panther is actually an amazing piece and I don't play it half as much as I should (love the character). Thanks for the great write up as always.
God, I love the new Defenders series. Something about it just makes me happy.
Maybe it was Black Cat desperately reciting the Konami Code while falling to her death...
I assume Black Cat wasn't included because she wasn't directly working with the Defenders in this issue, just doing her own thing and eventually meeting up with them?
I assume Black Cat wasn't included because she wasn't directly working with the Defenders in this issue, just doing her own thing and eventually meeting up with them?
Your assumption is correct. Half of the issue is dedicated to the Black Cat, and obviously she dominates this cover, but she was completely solo so she isn't on the force.
I'm a fan of most of these pieces and an even bigger fan of this run of the Defenders. I'm starting to think Tidge is too, since we've had 2 longbox articles from a series only 7 issues old.
Crud, I forgot how much I was anticipating the next issue...
I'm a fan of most of these pieces and an even bigger fan of this run of the Defenders. I'm starting to think Tidge is too, since we've had 2 longbox articles from a series only 7 issues old.
Crud, I forgot how much I was anticipating the next issue...
I actually did a 'stealth' Longbox piece on the Defenders, making them playable in the 'Modern age' 700-point restricted IG event from a few months ago (before WoS and SI retired)...so there is a third article to review!