Saturday, July 28, 2012

Playing the Movies: The Dark Knight Rises

This is my third and final installment of playing the Batman movies. Those that have not seen The Dark Knight Rises probably want to hold off on reading this one, so that you don't run the risk of spoiling a plot point or two. That said, I'm just going to dive in, so read at your own risk.

The Dark Knight Rises starts with a bang, just like The Dark Knight before it. We start with 3 mercenaries getting loaded onto a CIA plane with a Russian Dr. Pavel. Before long, all hell breaks loose, as the Brute(s) overpower the plan:


  45 DKR008A Mercenary
  45 DKR008A Mercenary
 45 DKR008A Mercenary
 45 DKR008A Mercenary
 45 DKR008A Mercenary
 45 DKR008A Mercenary
 40 DKR010B Falcone Bodyguard
 90 DKR204 Bane
---------------------------------------------------------
400 Total


The Falcone Bodyguard my seem like an odd choice to round out the team, but 1) he's a Brute, and 2) he starts with Leap/Climb and could be easily explained away as one of the "boarding" Mercenaries for anyone who's seen the film.


Next we move the action back to Gotham City, where Bruce has been out of the game for a while and really isn't prepared for what's to come:



 40 DKR005A GCPD Officer
 40 DKR005B GCPD Officer
 55 DKR013  Alfred Pennyworth
 35 DKR026  Lucius Fox
 99 DKR027  Commissioner Gordon
 80 DKR202  Bruce Wayne
 50 DKR206  John Blake

---------------------------------------------------------
399 Total

As Alfred does his best to reintroduce Bruce into the world, the Gotham Underworld has other plans:


 80 DKR006 Catwoman
 35 DKR007 The Joker's Henchman #1
 85 DKR025 Scarecrow
100 DKR103 Bane
---------------------------------------------------------
300 Total

Here the Joker's Henchman #1 is the weird choice, but this one comes down to having 35 points to fill and only really him or Henchman #3 as a choice to fill it. I went with #1 because of his Zipline special power. Scarecrow is hear to reflect Crane's roll as Judge of the Guilt in the courtroom scenes.

As Gotham City tries to deal with the emerging threat Batman dawns the cowl, but is a shadow of what he once was:


 40 DKR005A GCPD Officer
 35 DKR026  Lucius Fox
 99 DKR027  Commissioner Gordon
 75 DKR201  Batman
 50 DKR206  John Blake
---------------------------------------------------------
299 Total

Batman fights Bane and although he puts up a fight, Bane snaps him like a twig and throws him into "The Pit" forcing Bruce to rededicate himself to his cause to save his beloved Gotham City:


 40 DKR005A GCPD Officer
 40 DKR005A GCPD Officer
 40 DKR005B GCPD Officer
 40 DKR005B GCPD Officer
 49 DKR011A GCPD Riot Officer
 49 DKR011A GCPD Riot Officer
 49 DKR011B GCPD Riot Officer
 68 DKR021  Lt. Gordon
 35 DKR026  Lucius Fox
 75 DKR201  Batman
 65 DKR203  Catwoman
 50 DKR206  John Blake
--------------------------------
600 Total

They're opposed by Martial Artist(s) headed by the reminiscent of the League of Shadows that have taken over Gotham:


 35 DKR002B Shadow Assassin
 35 DKR002B Shadow Assassin
 35 DKR002B Shadow Assassin
 35 DKR002B Shadow Assassin
 45 DKR008B Mercenary
 45 DKR008B Mercenary
 45 DKR008B Mercenary
 45 DKR008B Mercenary
 45 DKR008B Mercenary
 45 DKR008B Mercenary
 70 DKR012  Miranda Tate
113 DKR014  Bane
--------------------------------
593 Total

If you really want to have some fun, and have it available, you could always throw the Gamma Bomb on the Martial Artist team to have it reflect the bomb driving around Gotham. Sure it can't move, but it would put that added tension into the scenario.

That's all I have for this series of articles. As with the other two articles, I welcome your team suggestions in the comments. Also, if you've enjoyed this series of articles, and would like me to continue writing articles in this vein, please don't hesitate to make suggestions. And perhaps most important of all, thanks for reading!




Friday, July 27, 2012

Playing the Movies: The Dark Knight

Yesterday, I walked through some different teams you could run to play through Batman Begins, today we visit the sequel and run though all the fun that can be had with Joker & company. And since the Joker is one of my favorite characters of all time, and this set filled with fun Jokery goodness, I had a lot of fun building these teams. My only big complaint is that the Joker and his 4 Henchmen never work out to a nice round point total, without filling in alternate characters (the route I took) or filling in multiples of 1 or more Henchmen (which I'd never try to do since I've had a heck of a lot of trouble trying to track down 1 of each to begin with, as I'm still missing 2-4 in my own collection).

Anyway, without further rambling, let's start where the movie does with the bank heist with Joker's Gotham Underworld crew:

 35 DKR007 The Joker's Henchman #1
 60 DKR016 Salvatore Maroni
 33 DKR019 The Joker's Henchman #2
 35 DKR207 The Joker's Henchman #3
 40 DKR208 The Joker's Henchman #4
 85 DKR209 The Joker
--------------------------------------------------------
288 Total

Sure Sal doesn't really belong on the team, but outside of duping a couple of Henchmen, it's the only way to get the team to work. You could always say that Sal is standing in for the bus driver if you need an explanation.

The next team is the Gotham City alliance that took down the mob banks, and extracted Lau from his office in China:


 60 DKR017 Harvey Dent
 35 DKR026 Lucius Fox
140 DKR029 The Batman
 50 DKR106 Sgt. Gordon
--------------------------------------------------------
285 Total

Later, Joker and new henchmen from the Gotham Underworld bust up Harvey's fundraiser, being put on by Wayne and his elite Gotham City friends:


 35 DKR007  The Joker's Henchman #1
 40 DKR010B Falcone Bodyguard
 40 DKR010B Falcone Bodyguard
 33 DKR019  The Joker's Henchman #2
 75 DKR104  The Joker
 35 DKR207  The Joker's Henchman #3
 40 DKR208  The Joker's Henchman #4
--------------------------------------------------------
298 Total

Versus:


 60 DKR003  Bruce Wayne
 40 DKR005A GCPD Officer
 40 DKR005B GCPD Officer
 60 DKR017  Harvey Dent
 45 DKR018  Rachel Dawes
 55 DKR013  Alfred Pennyworth
--------------------------------------------------------
300 Total

I didn't actually build a team that uses Joker as Sgt. mainly because it runs into EXACTLY the same problems as the bank heist team unless you actually build him on a team with other GCPD pieces and run it as a Police theme team. However, to me, that just feels wrong. So I jump ahead to the climax of the film. Again we pit the Gotham Underworld against Gotham City:


 35 DKR007  The Joker's Henchman #1
 65 DKR009  Two-Face
 40 DKR010B Falcone Bodyguard
 40 DKR010B Falcone Bodyguard
 33 DKR019  The Joker's Henchman #2
194 DKR028  The Joker
 35 DKR207  The Joker's Henchman #3
 40 DKR208  The Joker's Henchman #4
--------------------------------------------------------
482 Total

Versus:


129 DKR001  The Dark Knight
 40 DKR005A GCPD Officer
 40 DKR005B GCPD Officer
 49 DKR011A GCPD Riot Officer
 49 DKR011B GCPD Riot Officer
 55 DKR013  Alfred Pennyworth
 35 DKR026  Lucius Fox
 99 DKR027  Commissioner Gordon
--------------------------------------------------------
496 Total

That's all I have for today. Part 3 will go up sometime between tomorrow and Tuesday (depends on when I remember and have time to post). Thanks for reading, and if you have feedback, and/or other team ideas that I missed, feel free to list them in the comments.

Thursday, July 26, 2012

Playing the Movie: Batman Begins

With the release and general awesomeness of The Dark Knight Rises movie, I'd be remiss to miss an opportunity to highlight some fun teams that you can build from the HeroClix set of the same name. That said, I had so much fun building teams for this article that I actually have to split it up into the 3 films that it represents. Today's feature being Batman Begins, since that's the logical starting point.

Even though this set seems almost entirely filled with mooks and support characters, in one way it lends itself to building a lot of teams that you would see over the course of the films. However, because of the relatively high point cost on characters like Officers, Bodyguards, and Inmates, it actually makes it hard to round out teams.

Most of the teams that you will see in these articles are between 300 and 400 points, because that's really where this set works best. That said, but the end of the Dark Knight Rises article, I do go a little nuts with a couple of 600 point teams. It's also wise to expect that some spoilers might at least be suggested by some of these team builds. So with that, let's dive in!

When talking about Batman Begins the most logical place to start is with the League of Shadows (or in clix/comic terms, the League of Assassins):


 50 DKR015   Master Bruce Wayne
 60 DKR022   Ra's al Ghul
 85 DKR023   Henri Ducard
 35 DKR002A Shadow Assassin
 35 DKR002B Shadow Assassin
 35 DKR002B Shadow Assassin
--------------------------------------------------------------
300 Total


Since this team trains Bruce, and it exists outside of Gotham, there's really no one for them to challenge here. However, it's a nice round build total that represents Bruce's trainers well enough.


Next we move the action to Gotham City and establish Batman and his allies:



 40 DKR005A GCPD Officer
 40 DKR005B GCPD Officer
 40 DKR005B GCPD Officer
 55 DKR013   Alfred Pennyworth
 35 DKR026   Lucius Fox
100 DKR101  Batman
 50 DKR106   Sgt. Gordon
 40 DKR205   Rachel Dawes
--------------------------------------------------------------
400 Total

And Batman's adversaries within the Gotham Underworld:


 40 DKR010A Falcone Bodyguard
 40 DKR010A Falcone Bodyguard
 40 DKR010A Falcone Bodyguard
 40 DKR010B Falcone Bodyguard
 40 DKR010B Falcone Bodyguard
 60 DKR016   Salvatore Maroni
 50 DKR024   Carmine Falcone
 85 DKR025   Scarecrow
--------------------------------------------------------------
395 Total

Sure we don't see Sal in the first movie, but if he's taking over in Dark Knight, I think it's reasonable to assume that he's a high ranking crony in Carmine's organization. Plus he helps to round out the team and give it a little more of a punch.

After Batman busts up things at the docks, and tracks down information on what Crane is up to, action then moves to Arkham Asylum where the Inmates aid Crane with his part of the master plan:


 85 DKR025   Scarecrow
 40 DKR004A Arkham Asylum Inmate
 40 DKR004B Arkham Asylum Inmate
 45 DKR210   Arkham Asylum Escapee
 45 DKR210   Arkham Asylum Escapee
 45 DKR210   Arkham Asylum Escapee
--------------------------------------------------------------
300 Total

Batman and the Gotham City Police department close in to try to stop Crane:


 40 DKR005A GCPD Officer
 40 DKR005B GCPD Officer
 40 DKR005B GCPD Officer
140 DKR029  The Batman
 40 DKR205  Rachel Dawes
--------------------------------------------------------------
300 Total

Once Batman saves Rachel, he rushes back to his birthday party with Gotham City's elite, while Lucius and Alfred try to take care of Rachel (and the city):


 60 DKR003 Bruce Wayne
 55 DKR013 Alfred Pennyworth
 35 DKR026 Lucius Fox
 40 DKR205 Rachel Dawes
--------------------------------------------------------------
190 Total

Ducard and his League of (Assassins) Shadows crash the party:


 85 DKR023 Henri Ducard
 35 DKR002A Shadow Assassin
 35 DKR002A Shadow Assassin
 35 DKR002B Shadow Assassin
--------------------------------------------------------------
190 Total

The climax of the film pits the Gotham City Police and Batman up against a combined force of Arkham Asylum residence and the League of Shadows:


 40 DKR005A GCPD Officer
 40 DKR005B GCPD Officer
 40 DKR005B GCPD Officer
 49 DKR011B GCPD Riot Officer
140 DKR029  The Batman
 50 DKR106  Sgt. Gordon
 40 DKR205  Rachel Dawes
--------------------------------------------------------------
399 Total

Unfortunately, the last force is not a keyworded theme team, but maybe at your venue you could make an argument that they all show up in the film fighting on the same side:


 35 DKR002A Shadow Assassin
 35 DKR002A Shadow Assassin
 35 DKR002B Shadow Assassin
 40 DKR004A Arkham Asylum Inmate
 40 DKR004B Arkham Asylum Inmate
 85 DKR023   Henri Ducard
 85 DKR025   Scarecrow
 45 DKR210   Arkham Asylum Escapee
--------------------------------------------------------------
400 Total

That's all I have for this installment of "Playing the Movie" but come back tomorrow to see what craziness I come up with for The Dark Knight! Also let me know if you came up with any other fun (preferably) movie-accurate teams.

Thursday, April 26, 2012

Avenger Movie teams

So much to my surprise, once I got past the shenanigans with the split set (only having figures like Coulson and Heimdall in the Mass Market box) I've found myself really enjoying the heck out of the Avengers Movie set. As such, and in honor of both the upcoming movie and the Free Comic Book Day Thor, I present some fun teams to run at various point totals. And of course, what else to start out with than the Avengers Initiative:

200 AVM004 Thor
160 AVM006 Iron Man
 50 AVM007 Black Widow
255 AVM202 Hulk
 70 AVM203 Nick Fury
100 AVM204 Captain America
 65 AVM208 Hawkeye
---------------------------------
900 Total

I actually got to play a portion of this team as a bye team at my event last night (Hulk, Nick, and Hawkeye at 390 points). Hulk is a beast, and is brutal enough on that first click that I held on to that 19 Defense like it was my job. Hawkeye got messed up in the first game I ran him in, but in the second game he got up in a Skrull's face invoking his Trait, and did much better in close (which was admittedly a little weird with Hawkeye). One thing to note about Nick, he only scores a power (Invulnerability or Toughness) if he's based with a friend that's also using one of those powers. I made the mistake of having him stuck to the Hulk, not realizing he was really getting no benefit from that matching.

Next up is S.H.I.E.L.D. Now I know some will complain that this team isn't populated with generics, but ultimately, I like playing the named characters even with a group like S.H.I.E.L.D. That said, I did skip over Howard for this build, and obviously it could be filled out to include more generic pieces. That said, this is a neat 300 point team that highlights the Named S.H.I.E.L.D. contingent.

 19 AVM003 Agent of S.H.I.E.L.D.
 75 AVM009 Hawkeye
 51 AVM011 Maria Hill
 70 AVM035 Nick Fury
 35 AVM036 Black Widow
 50 AVM206 Agent Coulson
-------------------------------------
300 Total

Next up is the Asgardians, and I can't express how annoyed I was that the only 140 Thor is The Mighty Avenger in the starter set, so if you're like me and don't want to purchase said starter set, here's the Asgardian team from Thor for you. Heimdall and Odin join in to bring it up to 895.

 80 AVM012 Sif
 67 AVM023 Volstagg
 66 AVM024 Hogun
 67 AVM025 Fandral
 80 AVM029 Loki
135 AVM210 Heimdall
250 AVM042 Odin
150 AVM200R Thor OR AVM201 Thor
--------------------------
895 Total

If you want to run the "villians" of Asgard, here's a 600 point team with a couple of options. It's really too bad that Destroyer and Uncommon Loki come out to 475. I hate leaving that many points open.

250 AVM022 Destroyer
 80 AVM029 Loki OR AVM005 Frost Giant
180 AVM030 Laufey
 90 AVM031 Frost Giant Champion
-----------------------------------------------
600 Total

Next up I have a fun little versus match for you. The Howling Commandos versus HYDRA at 200 points each. The only down-side to the HYDRA team is that it requires you to score 2 HYDRA team packs, but it sure looks like fun!

 50 AVM017 Bucky Barnes
 90 AVM018 Captain America
 60 AVM026 Dum Dum Dugan
--------------------------------
200 Total

 15 AVM002 HYDRA Soldier
 85 AVM016 Red Skull
 30 AVM039 HYDRA Footsoldier
 35 AVM040 HYDRA Technician
 35 AVM040 HYDRA Technician
-----------------------------------
200 Total

As you can see, I went strictly with Avengers Movie figures for these teams and tried to get close to round point total. There are plenty of other teams (especially with the Avengers Initiative) but I thought these looked like the most fun. Have a team you liked, feel free to share it in the comments.

Thursday, April 12, 2012

Annihilation: United Front

Being the day after Release Day for Galactic Guardians, I'd be lying if I said I didn't have HeroClix on the brain! And with this set highlighting some of my favorite characters from one of my favorite storylines I thought it'd be a great time to do an article on Annihilation: United Front Theme Teams. First note, that when I say theme teams, these are not Keyword Theme Teams, unless your venue uses Al's Clix Cave list of House Ruled keywords, in which case all these characters do have the United Front keyword that WizKids has yet to adopt (however, seeing as this would have been the set to adopt it for, I doubt that's going to happen).

Also note that this article will contain some spoilers about the Annihilation storyline, so if you haven't read it yet and are planning to read it, you may not want to read this article just yet. The first 2 teams that I'll present come from the pages of Annihilation: Nova, and both look like fun low-point options. The first is simply a team of Annihilators Fast Forces Nova and Counter Top Display Drax which comes out to a nice round 200 points, and reflects both fairly well from the point that they team up in the book. The second team from that book is technically just a modification of the first: Nova Prime, CTD Drax, and Annihilation Fast Forces Quasar for 400 points.

Moving on to Annihilation proper, a fun team that doesn't come out to a nice round number are the Ex-Heralds that fought together against the Annihilation Wave in the first issue of that book: Red Shift, Firelord  and Stardust (both from Avengers) for 453 points. The planet-side team from the same book was made up of Nova Prime, CTD Drax, Star-Lord and Ronan the Accuser (both from Hammer of Thor), Gamora (from Secret Invasion), Kree Warrior x2 and a Kree Captain (from Supernova) for 589 points. Combine the 2 by dropping the 2 Warriors and it comes out to 998 points.

Later in the series, Annihilus is threatening to destroy the planet that our heroes are on, and while most evacuate, Drax, Red Shift, and Stardust stay behind to help insure the escape of the rest. By building with the regular set Drax instead of the CTD one, this team comes out to 398 points.

The team that released Galactus from Annihilus' ship can be built with regular Drax, Silver Surfer, and Moondragon (from Hammer of Thor) for 491 points. While the team that freed Hala can be built with the unlikely duo of Fast Forces Ronan the Accuser and Super-Skrull (because sadly we still lack a Praxagora) for 293 points. And finally, the team that finally beat Annihilus can be built using Nova Prime with Star-Lord and Phyla-Vell (both from Hammer of Thor) for 378 points.

Personally there are a lot of fun teams there that I'm looking forward to trying out and there are a nice range of point totals as well. I'm hoping to do more articles like this in the near future, so feedback is surely welcome. I would have liked to display the teams more clearly, but the system I was using to enter these wasn't cooperating all that well, I'll try to have better formatting in future. Whatever you chose to play, I hope everyone had a Happy Release Day!

Monday, April 9, 2012

What If? WizKids actually made themey LEs from Galactic Guardians

Now let me start by saying I actually commend WizKids on trying something cool and different with the LEs for a HeroClix set. I actually really do like the figures they came up with. However, since I’m a cosmic Marvel fan I feel like I’m getting robbed when it comes to “my set.”

The objects are darn near perfect. I love that I can deputize Steve Rogers on my Secret Avengers team, or beef up my New Warriors team so as not to waste Nova’s Worldmind trait. And I can think of any number of themey ways to use the Cosmic Cube, not the least of which is to have Starlord running around with it.

That said, I’m a little bummed that after getting the New Fantastic Four in the last set (and having 2 of them be Super Rares), and having the regular Fantastic Four as Super Rares in Captain America and this set, we’re getting the Newer Fantastic Four (with 3 out of 4 of the same members as the New Fantastic Four) as LEs here and they’re from a What If book. Sure it’s cool that we’re at least getting “alternate” versions of these characters, but they’re still not radically different from the other versions of these characters that we already have. Soon I’ll be able to field the Rainbow Wolverine Corps and have most of them be modern figures.

So what LEs would I have done instead? There are four characters in the set that spent time as Phalanx Select in Annihilation: Conquest, which would have tied more directly to themes in the set. Granted Gamora is in the wrong costume, but that hasn’t stopped WizKids from attempting radical paint jobs in the past. And how cool would it have been to get Nova, Drax, Gamora, and Blastaar in alternative designs that could be fielded with HoT Phalanx Soldiers and Ultron?

If you lump in the Fast Force pack, two other options arise, Ronan as another Phalanx Select or a Rick Rider Quasar (who happens to be pictured on the back of the Quasar card anyway), although I wouldn’t have chosen that one and a Phalanx Select Nova.

Point being, giving the “regulars” the LE spots in this set, you lose out on the chance to better highlight the marquee characters of this set. As someone who judges at a venue, I try to theme my tournaments both around the storylines being spotlighted and the LEs being given as prizes. However, this set of LEs makes that difficult because of the disconnect between set theme and the LEs themselves. In the past where I’d have Bruce Banner as a prize for a Fall of the Hulks tournament or even Daredevil as a prize for a Shadowland tournament, now I’m going to have tournaments for Annihilation, War of Kings, and Thanos Imperative that really have nothing to do with the LEs being given out.

Monday, October 3, 2011

Epic Win at not-so-EpicCon

or How to Win at Battle Royals

My friend Lew and I made the trek up to EpicCon in Philly on Saturday to try our hand at winning some Convention Exclusive HeroClix Prizes. We had originally planned to go with a couple of other friends who unfortunately couldn't make it between work or finances. That said, the one advantage was that we had a solid team of 2 with a vested interest in one or the other of us winning. Had we been a group of 4 we would have been happy with anyone winning, but this way we could be a little more selfish. :)

That being said, the set up for the Battle Royals were done in a King of the Hill format. This meant that there were 4 squares in the middle of the map that caused one click of unavoidable damage to the opposing character of your choice if your team had sole control of the middle of the board. And after 50 minutes, all figures must take an unavoidable click at the end of each round, marked by the player who's turn it is when time is called. Also important to note, no healing may occur after time is called.

So here are my tips to keep in mind to help you win in this format:
  1. Play with a friend you know and trust! This is very important in my opinion. Lew and I won 4 out of the 5 matches we played in (splitting and even 2 and 2) because we were playing as a team for as long as we could, and in some cases when we knew our game was lost, we had a vested interest in our friend winning, so you play for the assist. The opponents we went up against that didn't know each other or didn't communicate well had a much harder time coordinating attacks on us because we were playing as a solid unit. We're also both veteran players, so we really know what we're doing.
  2. If you have a choice, play a set you know. For the first three matches of the day we were playing Captain America boosters. Lew and I know those characters very well at this point, and that was a huge advantage when drafting. You have to be quick and know what your looking for or what might work well together. When you can demoralize a team by resummoning a Hydra Agent for the 3rd time in a match, or keep Viper in the middle on her top click because you've got Richard Fisk standing behind a building, you've done your job well. Conversely we did not do as well drafting from Superman boosters in our last two matches because we didn't know the characters as well, being much newer. The two sets couldn't play more differently.
  3. Don't be afraid to pass a Super Rare. In our first match, Lew passed on Scorpio so that one of our opponents wouldn't end up with 2 Black Panthers. It was a hard decision at the time but we won the match, so I think he made the right choice.
  4. Don't neglect the Hill. There were at least a couple of matches we played in where I felt our opponents did not try hard enough to take the Hill. If you are playing against me in this format, I assure you I will have someone on the Hill, or making a concerted effort to get on the Hill. It's a very powerful mechanic once you get control of it. And I'm not giving up control of it for anyone. More than one of our matches was won by dealing out loads of damage from the Hill.
  5. Don't be afraid to take one for the team. In our first match I had a Crimson Dynamo that managed to stay unhurt until we had to start taking unavoidable damage. Once all the figures started sliding, he could have become easier to take out, by my partner went down swinging against the opponent that might have beaten me, insuring me the win. In a later game, I assisted him by taking out an opponent with one of my last figures the turn before she was KOed by the unavoidable damage.
  6. Don't get upset over a truly Epic move! In the same match I scored the assist on, Lew managed to pull off a Pulse Wave that hit close to every figure on the map. Sure my figures were in the blast, and we were still a team at that point. However, I clearly wasn't going to win that match anyway, and it was a really smart move on his part, because the shock had already started. It was a click race anyway. He was very apologetic after the fact, and I sort of laughed at him saying if the roles were reversed, I'd have probably done the same thing.
  7. Keep your head. These matches are timed, and are almost certainly going to go into Sudden Death mode. Regardless of how bad your game is going, that unavoidable damage can turn the game and make some of the most unlikely figures the winners of the day. Just remember, it's not over until 1 man is left standing.
  8. And last and probably most important, be a good sport. I play in the Battle Royals because they are fun events. If you want to be competitive, the Grinders are really the events for you. If you like crazy balls-to-the-walls knock-down drag-out fights where some really silly stuff can happen, then I want you at my table playing the Battle Royals. I pulled off a 3 way Mind Control with the common Maxwell Lord that likely did more damage to him than to my opponents, but it was funny, and a blast to try to pull off. Plus it just threw my opponents off kilter which was really more the point of the action anyway. If your going to lose, take it like a man and just enjoy yourself. You're likely going to be playing in another one it 10 to 20 minutes anyway, so what's the big deal! :)
All in all I had a great time. I managed to pull a Superman Robot, and I won the two prizes I really wanted to come home with Pestilence and Moonstone. All in all, it was a great day, and I look forward to the next time Lew and I can team up and wreak some havoc!