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For the Commons of Chaos War and the rating guide click here.
For the Uncommons of Chaos War click here.
For the Rares of Chaos War click here.
For the Super Rares of Chaos War click here.
Also, keep in mind some figures have Alter Egos. Some have a Minion/Master or Morph Ability. Some get a combat value modifier when near another figure. For figures like this, consider rating them one higher if you pull the corresponding piece that grants a bonus.
**** Chase Overview ****
With every set chase figures have followed a gimmick of sorts (Hulked Out Heroes, alternate versions of lead character in the set, etc.) and Chaos War is no different.
A throwback to GSX, Chaos War includes 8 chase figures that are also duos. Unlike GSX however, these duo figures are mostly all available in the base set or Fast Forces pack as singles.
It seems as though WizKids has finally found the happy medium for chase figures as Duos. The Duo ability has been panned by many players, and shunned as a concept, so by and large most players will find they don't care if they don't wind up with a chase. WizKids seems to have addressed this issue as well, by creating the Split/Merge ability, and making it backwards compatible with most duos (sorry Jack & Ten!).
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(Attack) Split: Give this character a power action if it has no action tokens. Replace this character with one or more qualifying characters each from a different entry listed on this character’s character card. The qualifying replacement character(s) must have either qualifying name and total no more than this character’s point value (unless those characters previously used the Merge ability to be replaced by this character). Replacement character(s) begin a number of clicks from their starting line equal to the number of clicks from this character's starting line. This ability can't be countered.
(Attack) Merge: When this character is adjacent to other friendly characters that each represent one distinct qualifying character listed on a Duo character’s character card and all of them have no action tokens, give this character a free action to replace all of them with that Duo character, the same number of clicks from its starting line as this character. The combined point value of the qualifying characters must be equal to or greater than the point value of the Duo character (unless that Duo character previously used the Split ability to be replaced by these same characters). The Duo character can't use the Split ability this turn. This ability can't be countered.
Completionists may be frustrated that the duos are a ratio of one per brick, but everyone else that orders 1 brick of any given set should be happy to have some extra value in their purchase. A guaranteed chase figure always leaves a warm fuzzy feeling in the casual crowd.
Of the 8 duos, 4 of them weigh in at 300 points even, while the other 4 can be fielded at less than 300 with some back up. Given the distribution of the set, there should be 1 chase available for every 5 players at the venue, so the likelihood of seeing one on the map is pretty strong.
Chaos War already has a number of "one man Army" figures in the likes of Sentry, the Void, Chaos King. It should go without saying that when you have multiple one man armies running around the field someone will stand out. Someone will miss a critical attack. Someone *has* to win.
Of all the 300 point chases, only 1 has Outwit Immunity granted by Power Cosmic, and it's the same figure that doesn't have the duo ability but rather has multi-attack. Given the vulnerability to Outwit, and the common Outwit available in the set, many of the "300" won't perform as well as some would expect. For the sake of reviewing, I'm not going to mention Outwit vulnerability along with putting all your eggs in one basket. Most of you know the dangers of such "Win big or go home" pieces.
Finally, READING THE RULES is going to help you if you pull and play, or face off against a duo/chase. The Duo ability is not commonly used, and so many may be unfamiliar with what it does (or doesn't) do. Suffice to say if Dr. Doom and Kang are making 2 Psychic Blasts per round, they are being played wrong.
Similarly, Multi-attack has it's own set of rules, and it might be good to know them as well. For example - Multi-attack lowers a characters damage value for both attacks, compared to duo attack which lowers it for the second attack only. In some ways duo attack is superior.
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cw053 U Ant-Man and Wasp
Team: No Affiliation
Range: 5
Points: 168
Keywords: Avengers, Scientist
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(Special) Buzzing Right In Your Ear: When an adjacent opposing character attacks Ant-Man and Wasp and misses, deal the attacking character 1 unavoidable damage after actions resolve. When a non-adjacent opposing character attacks Ant-Man and Wasp and misses, deal each opposing character adjacent to Ant-Man and Wasp 1 unavoidable damage after actions resolve.
One of the more "cost friendly" chases, this diminutive duo begs to be played aggressively which means getting up close and personal, something that may run contrary to common sense of keeping them at range to get the most of their size bonus. My suggestion is to tie up ground pounders with low AVs and position so that the ranged attackers will activate Buzzing In Your Ear for extra damage.
Keep in mind an evaded attack counts as a miss, so these two can cause a lot of passive damage between their trait and Poison. Exploit Weakness is another reason to bring the swarm into someone's face.
An expensive investment, this pocket sized pair might be dismissed by many, but shouldn't be overlooked for their ability to deal unavoidable damage. However, if you're that guy at the venue that never makes a Super Sense roll, maybe you'll want to avoid these bugs.
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cw054 U Hawkeye and Mockingbird
Team: Avengers|S.H.I.E.L.D.
Range: 8
Points: 148
Keywords: Avengers, S.H.I.E.L.D., Spy
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17
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(Special) The Sharpest: Hawkeye and Mockingbird can use the Sharpshooter ability. Opposing characters within 8 squares can't use the Sharpshooter ability.
(Attack) Trick Arrows and Battle Staves: Hawkeye and Mockingbird can use Energy Explosion, Incapaciatate, and Smoke Cloud. They can use these powers normally, or use them as free actions instead of ranged combat attacks when using the Duo Attack ability.
(Defense) Watch Each Other's Back: Hawkeye and Mockingbird can use Combat Reflexes and Super Senses.
Hawkingbird has a lot going on in the combat symbol department, with the transporter boot symbol, the duo ability, and a trait that both grants them Sharpshooter, and acts as a silver bullet for other Sharpshooters (which is great if you run up against an opposing Hawkeye!).
Combat Values and Defense are strong, and Stealth provides Mock-eye some protection, though they will have a few challenges positioning thanks to the double base. Damage Output is great, and "Trick Arrows..." is the type of SP that is very welcome on a duo, though players may be better off going for outright damage, I can see the uses of two energy explosions or a base attack folloed by Incapacitate.
Mo-Hawk provides two team abilities, and SHIELD is welcome on a double based figure. While Willpower is found on the "single" versions, it's nowhere on this dial, which takes a little away from the pair. I think they're close to 5 stars, without being on top of it - Indomitable would set them over the top for sure. Paired with an Enhancement piece like the Wasp, or Sharon Carter, this pair of love birds will rule the roost.
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cw055 U Vision and Scarlet Witch
Team: No Affiliation
Range: 7
Points: 180
Keywords: Avengers, Mystical, Robot
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(Speed) Keeping the Family Safe: Vision and Scarlet Witch can use Phasing/Teleport and Running Shot. When using Running Shot, they may ignore one character, one wall or one square of blocking terrain for movement purposes. They may use Phasing/Teleport as a free action if an opposing character caused them to take damage since your last turn.
(Attack) Empowered Hex Bolts: Vision and Scarlet Witch can use Energy Explosion. When they do, the attack value of each hit character of 200 points or less becomes 9 if it was higher than 9, then is locked until your next turn.
There's a lot to like in Scarlet Vision's dial including front loaded Running Shot backed with Psychic Blast, base 4 damage and Probability Control. Running Shot only gets better with free breakaway from one character, which unfortunately means that it takes two opponents tie them up.
Still, the Wanda-Vision makes for an amazing reposition piece as if they take damage they can use Phasing/Teleport as a free action the next turn which should be helpful in getting them out of harms way or setting up a shot. The Hex Bolts power is interesting, but not necessarily the most effective means of disposing of an opponent in a 300 point game when these two are 60% of the team.
Overall, this mechanical-mystic pairing makes for better constructed play where you can build around their weaknesses. They require a lot of tie up pieces to be effective, and let's face it: there's a whole lot of 2's on their damage and 9's on attack. Even backed with PC, these Avengers will be missing a lot of attacks. A fun figure, but maybe not the most effective in a 300 point environment.
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cw056 U Scarlet Witch and Wonder Man
Team: Avengers|Mystics
Range: 6
Points: 225
Keywords: Avengers, Celebrity, Mystical
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(Attack) Chaos Magic: Give Scarlet Witch and Wonder Man a free action and choose an opposing character within 8 squares and line of fire and roll a d6 that can't be rerolled. The chosen character can't use the following type of powers or abilities until your next turn based on the result. 1 = Speed Powers; 2 = Attack Powers; 3 = Defense Powers; 4 = Damage Powers; 5 = Team Abilities; 6 = Your choice of any of the above
(Damage) Ionic Punch and Hex Bolts: Scarlet Witch and Wonder Man deal penetrating damage to characters 150 points or more.
As far as dancing partners go, Ms. Maximoff has better rhythm with Mr. Williams evidenced by stronger combat values and damage reducers. The Mystics TA will prove frustrating for anyone that has to hammer through 3 clicks of Invulnerability and 3 clicks of Impervious without help.
Like the previous chase figure Wanda-Man opens up with Running Shot and 4 damage backed by Probability Control. The pair also have some front loaded power countering ability via Chaos Magic. Pushed a click in, damage potential goes through the roof as damage maintains at a 4 but is supplemented with Super Strength, which combined with a duo attack can lead to 9+ damage in a single turn.
The dial stays strong and steady switching up at the mid point, before picking up their penetrating damage SP. Hopefully most players using these two won't ever see those final clicks, though it lets them go out with a bang (and works with a duo attack). Where Vision/Witch was all over the board (figuratively and literally) these two present a more solid pairing.
cw057 U Sentry and Void
Team: Power Cosmic
Range: 11
Points: 300
Keywords: Avengers, Brute, Cosmic
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(Special) Emergent Evil: Sentry and Void can use Multiattack ability. Give Sentry and Void a power action if it has no tokens and replace it with CW #35 Sentry or CW #45 Void on the same click number. When the replacement character would be KO'd, you may instead return this character to the map on click #10.
(Speed) Asgard Must Fall: Once per game, give Sentry and Void a double power action. For the rest of the game even if this power is lost elevated terrain is considered grounded hindering terrain. Deal Sentry and Void and each character occupying elevated terrain 1 unavoidable damage.
Amazing for the points, and in the hands of someone who knows exactly how to squeeze the most out of a multi-attack figure, this non-duo chase has been the talk of the map since it rolled out of boosters last week. This is also the exact type of figure that you *want* to know the rules for multi-attack before playing against it.
Rather than sell you on why to play it, I'm going to give pointers on how to deal with it, as more people will be facing off against, then playing the Ventry. If a little Perplex can wreck his day, a lot of Perplex is even better. Taking an automatic damage drop when using Multi-Attack, the Bob-oid is reduced to a measly two damage if he wants to multi-attack with his damage Perplexed down 2.
The Unspoken can prevent it from taking any Power Actions which would activate multi-attack or Hypersonic Speed. Sentroid can't see through Stealth which eliminates it's options for attacking, the flight ability can be countered reducing it's effective speed through hindering and it can be chased down with the Masters of Evil TA. I wouldn't consider this thing unbeatable, not by a long shot - but it will be the new "borken," at least until the gd Batman gets here this fall.
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cw058 U Dr. Doom and Kang
Team: Minions of Doom
Range: 8
Points: 300
Keywords: Armor, Ruler, Scientist
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(Speed) After Ultimate Power: Give Dr. Doom and Kang a power action. Place them adjacent to the highest point opposing character on the map, then use the Duo Attack ability as a free action targeting that character for each attack.
(Damage) Inevitable Betrayal: When this click is revealed for the first time in a game, stop turning the dial and choose Dr. Doom or Kang. For the rest of the game, even if this power is lost, this character now possesses "standard attack symbol" and if you chose Dr. Doom, this character can use Outwit, or if you chose Kang, this character can use Probability Control.
Finally, a villain duo worth their weight in Latverian drachmas! Players would be hard pressed to pull something else and not play the Masters of Doom who have just an amazing first strike click. Running Shot/Psychic Blast with an 8 range, two targets, 5 damage, and Prob to save yourself from that opening critical miss.
Their 19 defense isn't just impressive, it's also Impervious and Indomitable. If they manage to get blasted a click in they pick up "...Ultimate Power" letting them position anywhere on the map and follow it with a duo attack, which is good, but even better if they can see to Outwit their opponent's defenses when they get to click 4.
Rear dial they lose some juice as either Kang or Doom gets pushed under a bus. Picking Outwit or Probability Control will lead to many situations where someone wishes they had chosen the "other" power, but either one is a good option. Shore up attack values with PC, or make sure damage sticks with Outwit. If I had a complaint (read: If) it would be that Kang didn't bring the MoE TA to the party.
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cw059 U Thor and Hercules
Team: Avengers
Range: 6
Points: 300
Keywords: Asgardian, Avengers, Deity
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(Special) My Rival: When making a duo attack, if the first attack misses, modify Thor and Hercules' combat values by +1 for the second attack.
(Defense) My Brother: Thor and Hercules can use Invulnerability. Modify their defense value by +1 for each time they have been attacked this turn. This power can't be countered.
The Mighty Thorcules brings all the defense that KaDoom has, but lacks the PC necessary to make an opponent miss that first attack. Damage Output is phenomenal when you consider the full dial of Super Strength and Flurry. This pair should be able to KO most <100 point figures in one strike.
Duo attack may not always be the best option, with front loaded Exploit providing guaranteed penetrating damage, and the pair will likely run out of objects long before the battle is over (and how come SI Herc can carry two objects when he's not with Thor?). Don't forget you can duo attack at range as well, and Mjolnir can follow up with a lightning strike, should Hercules eliminate an opponent in a single mighty blow.
My Rival is a great trait that helps offset a miss (and provides a surprise range bonus), and overall the two are a formidable pair, but their defense drops a little too quickly for my tastes. If they had Invulnerable with wither CR or ES/D, I might sit more at ease, but there's a couple of 16's and a 15 in there that just don't sit well with me, even if it is an 11 click dial.
cw060r U Avengers Prime
Team: Avengers
Range: 8
Points: 300
Keywords: Armor, Asgardian, Avengers, Soldier
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(Special) Trio Attack: Give Avengers Prime a double power action. They can be given 3 close or ranged combat actions as free actions, each targeting a single character. These free actions may be used to activate the same effect.
(Speed) Iron Man in the Vanguard: Avengers Prime can use Perplex, Ranged Combat Expert, and Running Shot.
(Attack) Cap in the Lead: Avengers Prime can use Energy Shield/Deflection, Incapacitate, and Leadership.
(Damage) Thor at the Forefront: Avengers Prime can use Charge, Close Combat Expert, and Energy Explosion.
Iron Thorcap is the parade float of the set, a wedding cake show piece that everyone will want to have displayed on their desk, or use to bust heads on a map. Like a parade float, though, they're a little showy, and cumbersome. Not to say they're not competitive, but rather they require a little more though when playing.
Consider - at 300 points, you're paying for an 8 click figure, a staggering cost of nearly 38 points per click. Their defense isn't the 19's of some other "300 club" members (Cap makes it a 20 at range) and one click in they drop significantly, losing cap's ES/D to pick up a Charge/Flurry combo.
And then there's the problem of being out actioned. Trio Attack lets this duo make 3 attacks that are not duo attacks, so they don't suffer the duo damage penalty. This can be a great first strike maneuver, if you're in the position to take a double power action. Trio attack will also lock down the chase for a full turn. Compare the possible 15 damage from the Trio attack to making two duo attacks per turn - which will net 18 damage. There's times when you'll want to alpha strike the bejeebus out of someone with the Trio, just as I'm sure players will find a reason to go duo.
But most of my reservations, as my Friend Joey would say are a moo point. How could you pull this figure and not play it? Passing it over would be udderly ridiculous.
Last edited by anonym0use; 07/14/2012 at 08:37.
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Sadly my friends, I did not pull or play against any of these duos. I did hear a report that Ant-Man/Wasp dealt over 30 damage in their 3 rounds via Poison and their Trait. Simply amazing!
Let us know how these chases did for you, or how you did against them!
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Played against a Sentry/Void. It was cleaning house(against me, and whomever they played in round 2), until the last round when it went up against an Avengers prime. The S/V positioned wrong and that was all it took for a trio attack to wipe it from the board! The Avengers Prime would be my most sought after chase in the set (but I'm not buying any this time around)
There's really nothing to be sad about on pulling any of the chases here (except the looks you'll get if you play Sentroid). It's nice that they're all playable and fun, so there's no "booby chase" to be upset at pulling.
It's also a hidden convenience that 6/8 of the chases are made up of sculpts from more easily acquired figures. If there were ever an "accident" or a da maged figure ouf of the package, it wouldn't be terribly hard to replace a Vision or a Herc.
"The future is not fixed, and my choices are my own... and yet, how ironic! For I now find, I have no choice at all! I am warrior... let the battle be joined." Dinobot
I played at one of our IG CW sealed events and I managed to pull Thor/Hurc. They wreck teams once you get in base to base, but you are gonna take it on the chin to get there. Their downfall is great range pieces like what my buddy pulled. He pulled Doom/Kang and if you pull it you play it. He owned. I think he only got damaged a bit in his first round by a team with Wolverine. The high defence with Indom and the great range powers with prob make for a great point and shoot fig.
Depending on the pulls (so there is a caveat here), Vision/Scarlet Witch can be a nightmare to go up against. I played against it (ironically with Scarlet Witch/Wonder Man) and I had a chance, but unfortunately probability controlled their attack to critically hit my guys which crippled them.
with that said, the other team had Vision/Scarlet Witch, Sharon Carter (which ensured my opponent got the first shot since the stealth and longer range w/SHIELD) and two Donald Blakes.
Think what you're missing here is in a 300 point sealed event, the 180 point price tag lets you have a lot of support figures. Even without the Donald Blakes, (which in the end he really didn't need the support) he would have 66 points of people to base Scarlet Witch/Wonder Man.
Also SW/WM does not have flight, so tying them up, or placing figures strategically where they can't get a shot off on the main attacker on the other side can hurt quite a bit.
I was lucky to pull a Kang SR and Crystal SR but unfortunately already had both of them. Luckily, I was able to promptly trade them for a Moonstone Con LE that I didn't have yet so that was happiness. I played against an Avengers Prime second round with Ironman, Crystal, Ant-man (43pts Shield/Avengers one), and Victoria Hand. Avengers Prime went first - we were playing on Gardener map. For some reason, he ran right up into my range with his first movement. Iron man outwitted the cap SP giving ESD and though he was in hindering terrain, the combo of VH pumping Crystal's attack and her PB - he got blasted right away. That let Iron Man hit him with an attack as well. I had hit him with another PB before he was able to clear and try trio attack. By that time he was nearly dead and missed all three attacks. I finished him by round 4. Played against a SW/Vision + Sharon Carter and Donald Blake team next and again on Gardner map. Crystal was amazing. Stealthiness on that map sucks but Quake to a clear square of terrain within range is brutal - hit Sharon with three of them before Crystal was even touched and stealth was gone. SW/Vision went down quickly after that. Ant-man is a great tie up piece to prevent some support action too
Like I told my last wife, I says, "Honey, I never drive faster than I can see. Besides that, it's all in the reflexes."
Jack Burton
I pulled mockingbird and hawkeye duo and Morgan le fay. They took down the sentry/void duo with ease. Got Morgan out there and perplexed his attack down by two and took control of the middle so I could get Morgan to him. And the chased him down with the transporter ability.