Casual Digest #2: Justice League Unlimited “Initiation”

Welcome back to Casual Digest. Today, I am again looking at figures from the Justice League Unlimited set. I just absolutely love this show and the JLU set is a dream come true. I wanted to build a fun 300 point team from Episode 1 of the series, “Initiation”. The show opens with Green Arrow taking down some dirtbags in a grocery store using the signature boxing glove arrow. Green Lantern appears for an assist and brings Green Arrow to a gathering of heroes to form the now larger Justice League.
Our team consists of Green Lantern, Supergirl, Captain Atom and Green Arrow who is hitching a ride back to Earth after refusing a spot in the League. The team is sent to battle a giant unnamed nuclear powered robot (maybe based on Chemo, who desperately needs a clix remake, but that’s another article). I will be using the following figures:


JLU002 Green Lantern 65 points

I need a train construct.


JLU032 Captain Atom 100 points

Nuclear Punches for the win!


JLU042 Green Arrow 60 points

Still lots of arrows


JLU044 Supergirl 75 points

She even has the correct costume for the episode!


Total: 300pts

Green Lantern will serve as the team taxi with the Green Lantern TA and his special movement power :


ALL ABOARD: MOVE: Green Lantern can carry regardless of [Wing symbol] and modifies speed +1 for each carried character with the JLA team ability. Move (up to his speed value).


This will allow Green Lantern to carry both Captain Atom and Supergirl, who both have the wing symbol, into position. Since all of our characters have the JLA TA the power will also negate the negative modifier to his speed value. While not an offensive powerhouse Green Lantern offers a good deal of utility with top dial Barrier and TK and can push to Perplex. Thankfully he also has Indomitable as all Green Lanterns should. We will also be using the Green Lantern Team Up 002.05 to give Green Lantern Probability Control when he is targted by a range attack.

TEAM UP: GREEN ARROW: If the listed friendly character is on the map, Green Lantern can use Probability Control, but only when targeted by a range attack. (After revealing forces, you may replace a game element’s default card with an alternate card. You can’t choose a Team Up card if any characters on your starting force share a name).

Captain Atom will be the tank of our group with his eight click long dial full of reducers. He starts out as a range threat with Running Shot but quickly switches to close combat. Once he reaches click four you will want him in the thick of the battle to make use of his special attack power:


CONTAINMENT SUIT BREACH: Poison. Whenever Captain Atom takes damage from an attack, after resolutions deal each adjacent character 1 penetrating damage.

He will be able to punish his opponents for daring to attack him while still dealing out big blows of his own with Close Combat Expert.


Supergirl can also mix it up and deal out some great damage starting with Charge and four damage as well as Impervious. Try to aim her at targets with lower defense and use her trait to pull tokens from her and keep attacking round after round. Just don’t miss!


NOT SO SURE THIS IS A GOOD IDEA OR NOT…LET’S SEE WHAT HAPPENS: When Supergirl has no action tokens and makes an attack, if she hit after resolutions remove an action token from her -or- if she missed after resolutions give her an action token.


Thankfully the whole team has the Justice League Unlimited trait:


JUSTICE LEAGUE UNLIMITED: At the beginning of your turn, roll a d6. 6: Remove an action token from another friendly character with the Justice League keyword that’s 100 points or less.


This will help when she misses an attack and will also benefit Green Arrow who is our only character without willpower.


Green Arrow wants to stay back and cause trouble for the enemy with his seven range and dual targets. A seventeen defense with Energy Shield Deflection will help keep that twelve attack value showing up top, but if he takes a hit Green Arrow can use Steal Energy from range or as a close attack. He also gets bonuses to his attack once a friendly character has been KO-ed as well as damage if he is the final character on his team for one final hail mary.

I’m excited to run this team! What team are you looking forward to playing from JLU? Post it in the comments and remember to have fun!

My Roll20 Adventure

If you’ve listened to the podcast you know I have not been an online player using Roll20. I love the feel of dice in my hand, the look of the miniatures on the map and the map artwork, and sitting across from another person that enjoys my hobby. I felt like that experience was lost playing online. I also have young children and my PC is in a common area of the house so privacy is at a minimum. I didn’t want to have my opponents game interrupted due to my family issues.

Quarantine withdrawal finally led me to give it a shot. After Daniel showed me the ropes and I got a couple games in with Alex and Tylor, I decided to give the Clixmafiapunchstravaganza a try.

I don’t get to travel and play as much as I would like these days and I had played only one other 300 Modern event since Worlds 2019 and that was at the local WKO in February. I played Immortal Hulk at that event and had a lot of fun. With post rotation modern being played and the JLU set released I decided to play a Justice League team.

JLU059a The Atom x2

Not Ant-man

JLU059b Micron

The biggest and smallest guy in the room at the same time!

JLU071 The Wonder Twins

Only useless some of the time. Just lame characters all the time.

JLU102e The Flash

The Fastest Man Alive on this team at least.

JLU106e Martian Manhunter

Finally a good dial!

WKDP18-007r Power Woman

Don’t roll a crit hit or she will punch you in the face

Reality Gem

Space Gem

Sideline:

Braniac x2

10 points or free off your sideline, WTF?

Gorilla Grodd x2

This monkey means business!

Black Vulcan

Was he forced to wear Grundy’s pants?

Firestorm

Flame on?!

Green Arrow

Whatever happened to Dr. Gulliver?

Wonder Woman

Lasso of Truth to Capture Them All At Once is my fav troublealert power.

Samurai

Its getting windy in here!

Maps:

WWE Arena

Kings Tomb

Haha Hacienda

I had heard a lot of talk about Micron teams and had yet to see any Justice League themes using him. I decided theme was what I wanted to try and play and began looking for the delivery system. I finally settled on The Flash from the new starter. Flash starts with 11 movement and the Founding Members trait:

 FOUNDING MEMBERS: Speed +2, but only if your force has four or more characters with the Justice League keyword. // For all friendly characters that can use this trait, Action Total +1, but only if your force has six or more characters with the Justice League keyword.

Flash also starts his 60 point dial with Precision Strike and Perplex as well as a special movement power:

EVERYWHERE AT ONCE: Hypersonic Speed. // POWER: Improved Movement: This character can move through squares adjacent to or occupied by opposing characters without stopping, and automatically breaks away, even if adjacent to a character that can use Plasticity. Move The Flash up to his speed value, then make a close attack targeting all characters he moved through, regardless of adjacency. Instead of normal damage, deal each hit target 1 penetrating damage, then knock back each hit target 1 square in the direction of your choice.

A great power for taking out retaliators or wendigo or the annoying one click character of your choice while moving your Micron and Atoms into position. It can even damage friendly characters if you need to get them to another click. Flash does not have IM Elevated or Hindering so I equip him with the Space Gem for phasing when needed and another plus one to speed. Even with fourteen movement Flash needs help crossing the map and that’s where Martian Manhunter comes in.

YOU HAVE YOUR ASSIGNMENTS: Leadership, Shape Change. POWER: Choose another friendly character with 0 or 1 action tokens that shares a keyword and then move them up to half their speed value.

This allows Flash to move out 9 squares when equipped with the space gem without giving him a token and giving us a reach of 23 squares. Martian Manhunter also has leadership from the power bringing us to 5 actions, but because the power only lets Flash move instead of giving a free MOVE action Micron and the Atoms can’t be placed next to him afterword. We need a sixth action to move across the map and attack with all four characters. Power Woman brings our sixth action with her Justice League Enforcer trait. Finally, we have the Wonder Twins who are not totally useless on your main force at 25 points. The Wonder twins start with Sidestep and Barrier which enable us to equip Flash turn one and provide provide protection from a Batman prime team.

Tournament Recap

I was placed in Pod C with some great guys who were a lot of fun to play. First up, I played Josafa Filho with his Wyngarde/Duke Thomas/Micron team. I was able to take out a Wendigo, Tri Sentinel, Micron and the Atom on turn two but that was it for the game. I wasn’t able to kill his Dark Phoenix protected behind barrier and it hit me hard the next turn. Duke Thomas had my number as I think I missed at least four attacks against him. Josafa played a great game and I started out 0-1.

Next up, I played Kaleb Redick with his double chase Widow and shifting focus Widow. I critically missed the kill shot on the shifting Widow with my alpha strike and it was downhill from there. The recruits had plenty of soft targets to poison on my team and I was sitting at 0-2.

For my final game I played Erin Young and his Starro/ Magneto 11b/ Sinster 43b/Dark Phoenix team. Erin was able to move both of his Dark Phoenix to opposite sides of the map but I was able to take them both out with Flash and then after having Micron go Colossal, move Micron his full movement dropping the Atoms adjacent for the kill. Starro proceeded to crit hit mind control my team which allowed Power Woman to come out on her last click with Hypersonic Speed and four damage. I was able to bring in Brainiac in from the sideline and keep his team tokened and KOed Starro to finish 1-2.

The team was very fun to play, but I need more practice with it. I didn’t make all the optimal plays and using Roll20 is taking a bit of getting used to when it comes to seeing the board state. If you’re on the fence about trying online play, I have to say now that I definitely recommend it. I had a fantastic time and thanks to the Chicago Clix Mafia crew for organizing the event.

Casual Digest: The Seven Soldiers of Victory

I’m a big fan of Justice League Unlimited and today I want to look at a team from one of my favorite episodes, “Patriot Act” episode seven from season three. All seven characters are available in the new Justice League Unlimited set and they all have the Seven Soldiers keyword. In this episode, Green Arrow and some other non-super powered members are attacked by General Eiling. The team is based on the team that first appeared in Leading Comics from way back in 1941. It consists of :

JLU031b Crimson Avenger 30pts

Cough! (smoke) Cough!


JLU042 Green Arrow 60pts

Lots of arrows


JLU047 Speedy 45pts

Less arrows


JLU048 Vigilante 40pts

Cowboy Shit!


JLU054e S.T.R.I.P.E 35pts

Who doesn’t like wearing a high powered suit of armor?


JLU055e Stargirl 30pts

Cosmic Weapon Powered Teenager


JLU034 Shining Knight w/Team Up 34.01 50pts

Arthurian Badass

First, let us take a look at the new Team Up mechanic :

After revealing forces, you may replace a game element’s default card with an alternate card. You can’t choose a Team Up card if any characters on your starting force share a name.

We are lucky that Shining Knight has a Team Up card of this very episode.

This Team Up grants the team a minimum attack roll of 7 if all our team members are on the map and the Outsiders TA! You can’t really do better for a free bonus based on your theme.

On paper, the team looks great. It is a +7 Seven Soldiers keyword named theme team which will give you access to five theme team Probability Controls. Two characters start with Leadership and all seven have the new Justice League Unlimited trait :

JUSTICE LEAGUE UNLIMITED: At the beginning of your turn, roll a d6. 6: Remove an action token from another friendly character with the Justice League keyword that’s 100 points or less.

This will be a great help since we have four characters without Willpower. With seven chances to activate the trait plus multiple Leaderships we have a great chance of keeping our force untokened. The team also sports three Perplexes and coupled with the Outsiders TA granted from the Team Up should be able to hit plenty of attacks. Additionally, the team is quite mobile and has some good tricks which can give the opponents Immobile or keep them tokened.

The last ten points can be used in several ways. I personally like the Reality Gem on Vigilante to grant him Perplex and Telekinesis. I mean his lasso could be TK right? Otherwise, if you want to go Golden Age then the Justice League ATA is a good choice.

Justice League
Keywords: Justice League
A character using this team ability modifies its defense value by +1 when attacked by a character possessing Wing, Sharpshooter, Indomitable, or Giant combat symbols.
1 Points

Since Wing, Indomitable and Giant symbols are still pretty common these days the bonus should come into play alot.

The team also has access to some nice tricks that can throw a wrench into your opponent’s plans. Crimson Avenger can use his Knockout Gas trait to give opposing characters action tokens if they occupy or are adjacent to his Smoke Cloud markers. Vigilante can lock down groups of characters with his “Gonna Lasso Me Up Some Bad Guys” special attack power. When he hits, he can choose to deal no damage, but give the hit target and all opposing characters adjacent to it an action token and they gain Immobile. Stargirl can use her “Starlight Snares” trait to give a hit standard opposing character Immobile as well.

As far as playing the team, you will want to keep Green Arrow protected since he gets bonuses based on his teammates being KO-ed. Shining Knight and Crimson Avenger can handle the close combat and you have a variety of ranged options.

I will report back on how the team performed as soon as I have a chance to play it. Remember it’s all about having fun!