by Charley Elsden
Introduction What's all that clicking about? At gaming stores, computer gaming stores, bookstores (Walden, for one), Toys R Us, and other outlets, millions of units of product are fast disappearing off the shelves. I was vacuumed into this new gaming Universe when a couple of evil chums bought me a few units last Christmas ("The first one is free kid.") Since then I've played a dozen or so games with a number of people, not to mention collecting and trading, cataloguing my collection, etc. For those of you who are wondering what the deal is here, I've summarized what you need to know to enter, or at least appear intelligent at your kid's birthday party. Here we go... Whiz Kids, following up on the success of their medieval/fantasy game MAGE KNIGHT, has expanded the system to comic book superheroes (HEROCLIX; hereafter HC) and science fiction tactical gaming (MECHWARRIOR; hereafter MW). All follow the same game system with modification. Basically, each approximately 15mm hard plastic painted figure is mounted on a base that includes a built in step reduction system. Get a hit against an enemy figure/unit in close or ranged combat, and it takes a certain number of damage points or "clicks" of damage. By simply rotating the base one bump or click at a time, a new set of numbers appears. Cool. Normally these numbers are reduced with damage, but certain weird figures actually get stronger as they take hits (Marvel's The Hulk, DC's The Dove, MW's Wolf Clan units, etc. ) The variable attributes listed on the bases include movement, attack, defense, and damage inflicted by the piece, with permanent range and number of possible simultaneous targets noted as well. Giant robots also have secondary weapons systems. They also have separate "heat dials" to indicate that type of damage and a vent number indicating how quickly they can recover from it when inactive. On all pieces, colored squares or circles (one time use) around any of the above variable numbers indicate related super powers (HC) or special equipment (MW). These are further described on a special fold out rules supplement. I am told MAGE KNIGHT, which I myself have not played, is of middle complexity--HEROCLIX being simpler and MECHWARRIOR a bit more complex. But all are very easy to wargamers, and make good introductions to wargaming for children and non-gamers, as well as fun beer and pretzel fights for us experienced buffs. Components--Heroclix HEROCLIX currently covers both Marvel and DC comic book heroes and villains. To get started, buy (either a Marvel or DC) Starter Set ($20), or better, a Premier Edition Game ($30) which includes rules, powers list, map, dice, cloth rulers, game markers, a few figures, etc. All you need to do is add some small tokens, such as pennies, to represent Actions (HC) or Commands (MW). The original Marvel product line is "Infinity Challenge," the first expansion line is "Clobberin' Time." The original DC line is "Hypertime." Further expansions are planned, and will probably be out when you read this, including an Independent Comics Company line (such as Witchblade). Booster packs ($8) include four random figures. There are four "power levels" indicated by a colored ring around the figure base: Rookie (yellow), Experienced (blue), Veteran (Red) and Unique (silver). The latter are the more rare and powerful, and include some characters not found at a lower level. So any one individual character, say Spiderman, comes in 3-4 levels. Each figure has a point total, which increases with a higher level, used in building armies. So using different power levels allows you to include more characters who are weaker, or fit in a favorite, and so on. Further, some figures can fly, and come with a special elevated base stem which can indicate either of two flight levels. Other information on each base includes the line symbol, collector's number, and team membership if any. Catalogue lists, FAQ, and much other information on all of these games can be found on www.whizkidsgames.com. Related products include Indoor Adventure and Outdoor Adventure Kits which include typical objects to bash your enemies with or hide behind, scenarios, new maps, etc. Giant figures available separately ($15) include the famous mutant hunting Sentinels (Marvel) and the Sinestro Qward Warrior Construct (DC). Components— Mechwarrior MECHWARRIOR is set in the SF Universe of Battletech, by the same clever designer who brought you the giant robots of Japanese Manga/Anime. (Guess he's working on his second yacht at this point!) Now, even as a usually flexible gamer I used to HATE GIANT ROBOTS, I must admit. I did not enjoy Battle Tech myself, which is basically detailed gunfighting by GIANT ROBOTS. Yuch. But Mechwarrior is a very different kettle of fish. So besides allowing the futuristic Universe to continue, it adds a new concept which allows us "normal" SF garners to enjoy it as a more interesting historically accurate (!?!) and far more interesting military simulation of the 32nd Century. Besides giant robots ("Mechs"), there are now vehicles--mostly AFVs--and infantry. So now its about combined arms, not just dueling other similar figures. Mechs have very high point totals and powerful weapons, infantry is weak but cheap in comparison, and vehicles are in the middle. Besides the many different types and combinations of abilities in these units, there are six Clan factions, each with its own paint scheme, ethos, and therefore general characteristics. These are Dragon's Fury (dark red), Spirit Cats (gray and white), Steel Wolves (dark brown and silver), Swordsworn (green), Highlander (brown and green camouflage), and Bannson's Raiders (blue). Not all clans field all types of units. In addition, mercenary units have now been introduced which belong to no Clan. For even more diversity, units have three experience levels, shown by sergeant's chevrons on the unit, which are Green (one chevron), Veteran (two chevrons), or Elite (three chevrons). A starter pack ($20) includes game play equipment, one Mech, two Vehicles, and two Infantry pieces. A booster pack ($8) includes one Mech, one Vehicle, and two Infantry. The original line of figures is "Dark Age," the first expansion is "Fire For Effect," which includes Self-Propelled Artillery and Armored Personnel Carriers. The upcoming second expansion line "Death From Above" of course will include air units. In addition, huge DropShips will be featured soon at gaming stores participating in tournament games (for which the company furnishes prizes and scenarios.) Of course there is a whole industry of support including gaming magazine articles detailing strategies, favorite pieces, etc. for all of these games. There are two types of Mechs, the more powerful Battle Mechs including Unique level pieces, and the Industrial Mechs (Agro, Construction, Forestry, Mining), which were not originally designed for war! Some have been now modified for such with augmented abilities. Mechs exist in many different variations ranging from perhaps 60-300 points. Mechs include shooters, close combat specialists, and various combinations of the two, with ballistic and/or energy weapons. Mechs ignore some terrain, and can even submerge in deep water. They can also run and charge! Mechs with (over) heat damage may have to make special damage rolls--Battle Mechs are nuclear powered! Vehicles, ranging perhaps from 20-95 points, include several types of tanks, SP/AT, AC, missile carriers, as well as Command MASH, and Repair types. These further operate in different "speed modes" depending on model--one per vehicle: wheeled, tracked, or hover, which further increases unit differentiation, and changes their interaction with ground terrain. For example, there are wheeled tanks and hovering armored cars, as well as the more expected types. Weapons again are energy or ballistic, and you can always just go ahead and ram! Infantry, about 10-25 points, come in many types. Peasant, Standard Foot, various types of futuristic "Battle Armor," Elite Infantry, Short Range Missile Team, Laser Team, Shock Troops, and robot wolves or "Fenrir Battle Armor, and even Hover Bike Squads! Again, each type has Clan and experience level variation as well. For more "Fog of War,": the different variations have different ranges, attack and defense ratings, and so forth within their own type. One Clan may have better tanks but inferior missile carriers, for example. One may have more types of infantry. One may pay more in point total for an inferior unit now and then. It's quite impossible to memorize them all, so you end up learning as you go. Naturally each takes a different amount of damage for each click, so you don't know precisely what you are tying in to when you go up against the enemy! Excellent. Good and Bad Points For The Wargamer--Heroclix You have to trade around to get what you want, as figures appear randomly in sets as "collectibles." This gives an addictive Christmas Day rush when you open each box, but is ultimately a pain (although a good marketing ploy for the company). Each line includes both major figures (Spiderman, Batman) and minor figures (Henchman, Aim Medic, Metropolis Policeman). You can't assemble an entire team in one line. This is confusing, since members of a stated team get special abilities which work better together as a team. Some specialty gaming stores sell individual figures as they wish, which is a blessing (here in New York City visit Neutral Ground in Chelsea and Forbidden Planet by Union Square). If you know the comics, you'll have a blast, because they do a good job of simulating each beloved character with reasonable accuracy (Wolverine's ferocity and healing ability, Spiderman's leaping around, Dr. Doom's many devices, the Joker's poisoned gags). It's fun to put them through their paces in a game, and match them up against each other. Otherwise you'll be lost. But you can always rent one of the new superhero movies. There is also a series of books published by DK (see www.dk.com) available in leading bookstores which explains certain heroes or teams for the uninitiated, for about $20 each. (I have the X-Men and Justice League volumes, so I caught up on what they've been doing for the last 15 years). Almost everyone has their own favorite hero or villain, and I've been coming up with scenarios based on old comic books I remember. Average figures cost about $2 each, and are also traded on the internet. Currently available are most of the Fantastic Four, X-Men the Avengers, some of the Justice League, and their counterpart bad guys. Though not a wargame as such, but a tactical skirmish simulation, simple gaming mechanisms are used which hobbyists will recognize at once. Coming are the Legion of Super Heroes and more figures. It would be unfair to criticize the system for things like a lack of scenarios. The clix games are clearly a work in progress, and some expansions were clearly planned from the outset before the first release, others seem to issue forth unexpectedly. In the meantime, the authors do a good job with their site to answer questions and offer encouragement. Good and Bad Points For The Wargamer--Mechwarrior This is a well visioned, appealing military SF Universe, with novels based on it, and background info on each Clan and some heroic Uniques furnished with the game itself. You don't need to collect them all. I go for three of the six Clans myself, but one will do. Certain rules can be skipped unless you are playing in an "Official Tournament, since they are just company marketing ploys, such as those requiring clan integrity in multi unit formations, etc. However, this is a good looking product, with nice pieces that come all ready to rumble out of the box. There is no map--you'll want to buy terrain, but unless you're a 54mm gamer like me, you'll have the necessary equipment already. For those who don't, aquariums sell very nice pieces for this scale, such as rock formations and ceramic buildings. The game is meant to play quickly on a small table, so you don't have to get elaborate. Pieces are relatively inexpensive; although a fancy Unique Mech will cost you $30, most pieces only cost a few bucks each. And while HEROCLIX is a great intro for the nongamer or comic freak, MECHWARRIOR is a much more meaty dish for the person you want to lead toward the land of True Wargaming. Playing the Game--Heroclix Players get one action per turn for each 100 points of their character force. Each figure may move or attack, but then must rest on the next turn or take permanent fatigue damage. Therefore you tend to move your characters in certain combinations in relays. The strategy consists of managing their special powers and abilities in combination, just like in a comic book adventure. A character taking terminal damage becomes Knocked Out (KO), and is removed. In this case the attacker gets the Build Points of the KO'd character as Victory Points. Sentinels can capture characters for double points. Arch enemies, those hero/villain pairs with the same color on their bases, also get double points for taking each other down. This is a simple, rough and ready system which can easily accommodate different lengths of games, differing player abilities, and particular interests, simply by giving different types of figures to each person to conrol. Of course, the company's hope that every player will bring their own collection of favorites to the field. Maps so far include City Intersection, Park, Warehouse, Truck Stop, Museum, Mansion, Factory, two different City Streets, Office Park, Construction Site, and of course, The Mall (gotta trash The Mall). Although separated by copyright consideration into different lines, Marvel and DC figures are fully compatible for gaming purposes. So feel free to put the Joker (DC) up against Captain America (Marvel), or have Magneto (Marvel) facing Superman (DC). The two companies have slightly different power lists for their figures, and some say DC characters are more powerful, but I've encountered no problem so far. You may think your pals won't want to play this game. But you never know until you ask, which of your conventional wargaming buddies has always had a secret yearning to be Hawkman (one of the attractions would be Hawkgirl, for he was one of the first married superheroes), or perhaps Catwoman (now wait a minute...). Yes, here's another social plus--women can play women in these games. They tend to enjoy that, and so do I. At any rate, there is now a semi-permanent setup of HEROCLIX on one of our tables for the foreseeable future at the club house, as the most unlikely personalities check into the game! Playing The Game--Mechwarrior Game play is similar to Heroclix as described above, except that certain multiple units can form formations (requiring only one Command) for moving and firing. The RockPaper-Scissors game design principle is nicely in effect here. The Mechs are awesome giant weapons platforms, but infantry managing to come adjacent to one can make a "capture attempt" instead of a regular close combat assault. Since a captured Mech cannot be moved off the field like a captured vehicle or infantry, it becomes a victory point objective to fight over! In a standard game, you get points for destroying units, double points for capturing them, and points for occupying the enemy deployment area. A unit is pinned by adjacency, but can make an attempt to break away with a 50% chance of success. Units fitted with jump jets or hover fans have better odds. In the standard encounter battle, units begin to reveal their special abilities as they open fire or advance to close combat. Some forces fire "indirectly" over normally blocking terrain. Units run to avoid recently placed artillery templates indicating the coming of a barrage next turn. Infantry emerge from APCs to take their opponents in the rear arc. "Salvage" units reduced to zero attack strength hustle to get safely off the friendly point edge (there are no Victory Points for withdrawn units) or to a friendly repair or MASH vehicle. Command vehicles roam the field, giving their controlling players the opportunity to roll for an extra command each turn. Six sided dice roll, indicating the success or failure of attacks, occasionally with critical hits (extra damage to target) or critical misses (damage to attacker). Hey, its a real wargame, by George S. Patton, it is! And The Clix Continue... MAGE KNIGHT has gone to about a dozen product release lines so far, and continues on--so there is no reason to think these other two clicking sensations will stop any time soon. Which is good news for those of us who enjoy them. Of course, the major determination will be sales. But like many promising new products, the Clix Games offer several unique features which cross the boundary between gaming and collecting figures, between imagination and competition, between hoarding and trading, between miniatures and role playing, between historical armored warfare and Science Fiction. The models are nicely painted in China, and you can always customize your own if you have the inclination--I have a crafty friend who reverses arms/weapons on the Mechs when they displease his own personal esthetic. Will superheroes and supervillains ever be real? Probably, and hopefully not. But now you can really play with them without extensive role playing. Will giant robots ever be built in actuality? Giant construction robots are already at work on the job!. By the 32nd Century who knows? But for those of us who want to dream, the fun is here. Yes, now you too can learn to love giant robots. So Clic On, MacDuff, and cursed be he who cries "Hold, enough!" A New Technology For Miniatures Gaming Being Born? Is this technology applicable to wargaming? Certainly one can envision a historical rules system using disc type unit bases. With 3-5 figures on an Infantry stand, there is no need in MW to remove figure casualties. It also reduces the paperwork and combat tables required to play. The physical base itself is comprised of a cardboard disc with printed numerical values, held between the upper base described in this article, and a lower rotating piece of circular plastic. All are held together simply by a pin and hole. Some figures occasionally jam, but the physical technology is generally effective. If you are about to loose a nail on contrary figures, I have found that one can pry the levels apart with a small screwdriver, and often "repair" them by simple re-assembly, which often dislodges a spot of glue or other problem. Base components could be made with cardboard wheels for historical/national units in our various periods. Bases would be made to hold standard sized metal or plastic miniatures. Perhaps the designer already has this in mind, or he's already decided he can't make enough money in mass appeal, as our hobby is a minority pleasure. Is some enterprising person following this track of thought? Only time will tell... Who knows--some day we could be putting two clicks of damage on the Scots Grays, or the Iron Brigade. Historical Clix? Why not? Back to MWAN # 123 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2003 Hal Thinglum This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |