Thursday, November 30, 2006

Marvel Attacktix Spoilers: Doctor Octopus

Marvel Attacktix: Doctor Octopus #M1-15

Marvel Attacktix Doctor Octopus

MARVEL CLASS: Sinister Syndicate
DEFENSE: Medium Base
SPECIAL POWER: Stun (Spider-Man & Marvel Knights)
ATTACK TYPE: Striker (Tentacle)
RARITY: Booster - Super-Rare

Brett's Notes:
The leadership of the Sinister Synidcate is always up in the air, sometimes it's Green Goblin and sometimes it's Doc Ock. Aside from his role as a Leader, Doc Ock also bring an impressive Striker attack to the table, his curved tentacle making for a perfect striking surface. Speaking of his tentacles, we've seen both in the movies and in the comics the way in which they almost have a life of their try and capture this, Doc Ock has Stun...even when he's knocked out, his robotic limbs can continue to flail away and fend off the heroes. Being able to target both Spider-Man and Marvel Knights figures helps expand the range of this power.

Joe's Notes:
Doctor Octopus and Green Goblin have found their way into the first series of Marvel Attacktix and they deserve it. Not only are the long-time foes of Spider-Man, but they are very powerful and out for blood. Doc Ock's figure falls right in line with the comic, stunning Spidey and his usual group of allies should he fall in battle. Doc Ock often uses his tentacles to move around in battle, making his speed is a bit slower, but a sturdy method to hold his ground. With a speed of 10, and a medium base, Doc Ock will certainly square off against many costumed vigilantes.

Be sure to check out Web of Webhead and Master Attacktix for more Marvel Attacktix Spoilers, including The Thing.

Marvel Attacktix Spoilers: Gambit

Marvel Attacktix: Gambit #M1-17

Marvel Attacktix Gambit

DEFENSE: Medium Base
ATTACK TYPE: Shooter (Charged Card Blast)
RARITY: Booster - Super-Rare

Brett's Notes:
Raised a master thief, kindred spirit to Storm, on again off again with Rogue. Even though Gambit still seems like one of the "new" X-Men, he's been around for a while now. He definitely has the "bad boy" motif going on...Specialist seems to be a good class for him...making him similar to the Bounty Hunters in the Star Wars Universe. Rescue in his case represents his ability to get out of sticky situations and end up on top. As a launcher with a 52 pick-up attack, Rescue works well to take him out of harms way, but still allow him to attack from range.

Joe's Notes:
Gambit is represented well in his first Attacktix incarnation (will we see a Striker version?). His card tossing is captured in the standard Force Blast projectile, with small cards embedded inside. As long as he is played with other X-Men, his power is strong, which could be said for his role in the comics. The figure is designed in a leaping pose, which gives him tiny legs, but other than that he is well detailed holding his staff. His Blast is very powerful, and at only 30 points he should see a lot of playing time on any X-Men team.

Be sure to check out Web of Webhead and Master Attacktix for more Marvel Attacktix Spoilers, including The Thing.

Monday, November 27, 2006

Marvel Attacktix Spoilers: Spider-Man

Marvel Attacktix: Spider-Man #M1-1

Marvel Attacktix Spider-Man

DEFENSE: Small Base
SPECIAL POWER: Evade (Avengers)
ATTACK TYPE: Striker (Webbing)
RARITY: Booster - Rare

Brett's Notes:
"Uh, guys..." - Spider-Man to his fellow New Avengers, just before being attacked by a dinosaur, evil mutants, a pack of ninjas, rogue SHIELD agents...
Spider-Man has had an off and on relationship with the Avengers over the years, mostly off, but recently he joined the New Avengers team with other Marvel Favorites like Wolverine and Captain America. As a team player, in theory Spider-Man's role is largely to take advantage of his scientific smarts, but more often than not, it's his Spider-Sense that saves the team from danger. This is a perfect place to give him Evade - Avengers, and a smaller point cost than his own team-centric versions, where he will tend to play a larger roll. As a 10 pointer, Spidey can (and undoubtedly will) find his way onto most Avengers teams.

Joe's Notes:
10 Point, Striker AND a Rare... Marvel has its Jedi Knight. With a reach comparable to a lightsaber, and a base Speed of 12, Avengers Spidey is going to be a phenomenal team filler, or swarm army. Compared to the Jedi Knight team, he will NOT trigger a free attack for his team but he will ultimately eliminate ANY attacks from your opponent, similar to an all-Wicket team. The sculpt is wonderful, with very little deformity (although I don't mind that deformations.) There is not much more to say about this figure, except that you will want MANY, and because he is a rare you should find yourself getting as many as you need!

Be sure to check out Web of Webhead and Master Attacktix for more Marvel Attacktix Spoilers, including The Thing.

Saturday, November 25, 2006

Sneak Peek of Star Wars Attacktix Series 5

Check out eBay for a chance to own unreleased Attacktix Protos on Ebay



KIT FISTO (Force Blast)




This seller also has some awesome images of the Ghost Rider Mega!

Friday, November 24, 2006

Marvel Attacktix Spoilers: Pyro

Marvel Attacktix: Pyro #M1-5

Marvel Attacktix Pyro

MARVEL CLASS: Brotherhood
DEFENSE: Medium Base
SPECIAL POWER: Shootback (Brotherhood)
ATTACK TYPE: Shooter (Small Missile)
RARITY: Booster - Rare

Brett's Notes:
Pyro is an interesting choice for the set, and he lends himself well the the Attacktix Universe. Pyro has always kind of been a "grunt" for the team...go and set stuff on fire, whatever, pretty straight forward. I chose the Trooper Class to represent this basic fighter in the Brotherhood stable. His Shootback power is pure foundation for a Brotherhood team, ideally giving your Magneto, the biggest gun in the Brotherhood arsenal, an extra attack.

Joe's Notes:
Pyro is an excellent choice for the first well-known named Marvel character to be a Trooper. While Wicket drew some attention in the Star Wars line, Pyro seems to have more of a fan base after a few big screen appearances. The Classes are assigned based on their roles within their own team. So while Pyro may be more powerful than a Stormtrooper or a Wicket with a pointy stick, he is no more valuable to Magneto than a foot soldier. The over-sized flame thrower packs quite a punch, and his death will allow for more ranged attacks. As a 20-point small missile shooter, he makes up for his cost with a medium base. Even after more Marvel series are released, I think Pyro will be a staple in every Brotherhood team.

Be sure to check out Web of Webhead and Master Attacktix for more Marvel Attacktix Spoilers, including The Thing.

Master Attacktix's Scorponok Review and Strategy

by: Yaggleberry Finn of Master Attacktix

Attacktix Class: Captain
Transformers Class: Decepticon
Point value: 30
Base Speed: 10
Special Power: Recruit (x2 Insecticon)
Special Power Ratio: 10/26 (38%)
Attack Type: Striker (Scoop Arm)

I'll admit that I know very little about the current band of Transformers. I've done a little bit of research on Scorponok and there are a few different versions of him to be found. Regardless of which Scorponok you refer to, he's always a terrifying sight on the battlefield. This Scorponok is from the Energon Series, in which Scorponok is the leader of the Terrorcons - a group that includes Insecticon. That helps make a connection with his Recruit Special Power.

As an Attacktix figure, Scorponok is pretty powerful. His main limitation is his 10 speed - that's not too much of a problem against the current group of Autobots, but that may keep him from ever engaging a 12 speed Striker from the Star Wars or Marvel lines. The Captain designation doesn't lend itself to alot of support, but it does protect him from any Leader or Warrior specific Vengeance powers.

Scorponok is a very unique figure in that his Strike is not powered by a spring. His attack power is derived solely on how hard you strike with him. That was an interesting possibility to me, but I was skeptical until I got my hands on one. The first time I used Scorponok I sounded just like the kid at the end of The Incredibles: "That was totally wicked!" I simply couldn't believe the destructive potential of this figure! My friends think he should be illegal.

Tips for attacking with Scorponok

There are two main considerations in attacking with Scorponok. The first is that he's really best suited to be a second-wave Striker. As I said before, his 10 speed may limit him from ever getting in attack range. Teaming him up with one or two Crumplezones (or a faster Striker from another Attacktix line) would be very helpful. If you don't have two Insecticons available for your backups then Scorponok's Special Power is rendered useless.

Once you're able to get Scorponok in attack range, the key is to hold his Striking arm in such a way that you're really able to get maximum Striking power. In fact, it's almost as if you're knocking the figures down with your own finger. I've embedded a video below that shows how I attack with Scorponok. Rather than try to explain further, I'll just let you watch that.

Tips for attacking Scorponok

While Scorponok has a large base, he has a weakness in the area of defense. Even a small missle Launcher can knock him out if it hits the right spot: his head or high on his chest just below the head. I had no trouble dropping him from 18 inches away with a Decepticlone. You may want to use Vector Prime against Scorponok, as his Special will likely remove any Insecticons that Scorponok brings into the game.

Alternative strategies

Tuesday, November 21, 2006

Taxonomy of Attacktix Special Powers

By: YodaBreaker

I thought it would be good to publish something I've been kicking around for a while: a breakdown of special powers in a taxonomic tree format, using functional similarity of the special powers as clustering rules. I've included some additional thoughts about how to choose between versions of the same special power (using dependence on other figures for special power activation as a tiebreaker of sorts). I know this is a dangerous thing to do before all of the Marvel figures have been revealed, but I can update this, if there are new special powers revealed in this series. I hope it helps people figure out what sorts of special powers they'd most like to use, and to understand how they might work together.


If you want to know why I classed things the way I did, read the RATIONALE section. If you'd like to read some additional analysis about how to think about special powers based on the figures on which they depend for their activation, read the DEPENDENCIES section. If you're interested in what this makes me think about special powers past, present, and future, skip to the MUSINGS section. If you think I've wasted far too much digital ink already, then stop reading, because this is a long one.


At the top level of the taxonomy is the offensive/defensive dichotomy. In my mind, this is the most basic level of division among the special powers, as it determines whether each special power will help you press the attack or defend against your opponent's onslaught. If you prefer a game that lets you whittle down your opponent's figures as much as possible, I'd recommend that you choose figures with powers from the Offensive cluster. If you prefer to keep your own figures standing for as long as possible, I'd recommend choosing figures with powers from the Defensive cluster.

In each cluster, there are also two fundamental ways to achieve your offensive or defensive aims: you can either affect the "out of play" status of figures targeted by special powers directly (by taking them away, in the Offensive case, or bringing them into play, in the Defensive case) or indirectly (by granting your figures additional move or attack actions, in the Offensive case, or by impairing the position or attacks of your opponent's figures, in the Defensive case).

Within the Offensive cluster, there are two major ways to reduce the number of figures standing on your opponent's team with special powers: either take them away or affect your figures in such a way as to grant them more advantageous attacks on your opponent's figures. To take away an opponent's figures, you can either take control of them (and make them part of your own team!), or remove an opponent's figures from play altogether (by wreaking Vengeance on a figure). Most frequently, when you take control of a figure, you take over one that's already on the playing field with Capture. However, Mystique's Swap instead takes a figure from your opponent's backups and puts it in play for you. At this level of classification, things are a bit more nebulous; I once had Vengeance and Swap paired (as ways to remove figures from your opponent's active figures, either on the playing field or from his or her backups), with Capture hanging out on its own. Thus, you can see how these decisions can seem arbitrary; that's why I'm writing this section to let people at least see my thinking about how I've grouped special powers.

There are three major ways to offensively affect your figures indirectly: giving them additional moves, attacks, or moves and attacks. Additional moves alone are granted by the Charge power, and free moves and attacks are granted by Attackback. However, if you're given a free attack immediately, you're basically given a Shootback; if the next attack comes on your next turn, it's a Battle Cry.

Within the Defensive cluster, there are also two main ways of keeping your figures standing as long as possible: either bring them into play, or indirectly affect your opponent's figures so that they cannot attack as effectively. You can see that there are a lot of different ways to bring your figures back into play. If you're bringing figures into play from your backups, you'll use the Recruit or Transform powers (which are basically the same power, given the way Hasbro decided to treat Transform). However, if you're bringing them in from Backups, you'll use Recruit. I chose not to put Swap here because it deals with your opponent's figures directly, which I view as a hallmark of Offensive, rather than Defensive powers.

The deepest special power tree involves standing up a figure that's been knocked down. If you have to replace another figure on your team with the one that's been knocked down (and in that replaced figure's position, rather than where the original figure was knocked down), you'll be using Sacrifice. If you stand up the figure on the starting line, you'll use Rescue. If you stand the figure up where it was knocked down, you'll use Recover if the special power depends on your team having some additional figures standing, whereas Last Stand depends on your having no figures remaining on your team. A case can be made that Recover and Last Stand should be collapsed into a single power, based on their mechanics (that is, Last Stand is just the inverse of Recover in terms of the figures on which they depend); however, I've kept them separate because the spirit of the powers seems very different.


Given the functions of each of these special powers, it's also important to consider how any special power you want to use depends on other figures. In essence, you want to use figures that have special powers that depend on you having the fewest number of specific figures. This procedure maximizes your flexibility in team composition, and it prevents you from having specific single figures that you either must have in your possession to make them work or must have standing on the playing field to take advantage of the special powers.

I propose three levels of the dependence of special powers on particular other figures:

  • Weak: The special power does not depend on any specific figure or class of figures; can work with or against nearly any other figure in the game [e.g., Vengeance (Attacker), Recover (Any)].
  • Medium: The special power depends on a specific class being available on your team or your opponent's team [e.g., Evade (Ewok), Rally (Specialist), Battle Cry].
  • Strong: The special power depends on a specific figure being available on your team or your opponent's [e.g., Recruit (Boba Fett), Rally (Battle Ravage)].

  • If all other things are equal, I'd tend to prefer the special power with the weakest dependency on other figures. That way, if much of your team is knocked down, you'll still have a good chance of having a special power activation mean something. For example, if S4 Darth Vader gets knocked down with only one other figure remaining on his team, he'll still stand back up if his special power window is white. Similarly, S1 Yoda's Vengeance on an attacking figure is a pretty weak one, as you'd have to have a figure attack Yoda for his special power to activate in the first place, by definition! However, S1 Yoda's special power activation also depends on your team also having another figure in play on your team, so his special power's dependence on other figures is stronger than S4 Darth Vader's.

    Similarly, if all other things are equal, I would suggest choosing special powers that depend on your own figures than on your opponent's figures, as you have much more control of what figures are on your team than on your opponent's team. Many of the Attacktix special powers have this level of dependence, as it creates a strong motivation to have thematically coherent teams (if the powers depends on a particular brand class). It also prevents any special power from being a killer; for example, Tarkin's Vengeance (Leader) makes him a fearful figure indeed - but only if you have a Leader on your team! I put Battle Cry on this list because it will always need at least three figures remaining in play to be useful (that is, to grant an extra attack to your team, as you already get two free ones for each turn), which is hardly a weak dependence.

    Finally, if all other things are equal, I would suggest that you choose figures with special powers that affect the same figure name or class as the figure having the special power, as it allows you to build teams of figures that will have a greater likelihood of special power activations being useful for your team. Put another way, a team of all Jedi Warriors whose special powers all affect either Jedi or Warriors will likely be able to make use of a special power activation, no matter who goes down. In contrast, a team comprising an Autobot Warrior, a Marvel Knights Specialist, an X-Men leader, an Ewok Trooper, and an Imperial Captain would have relatively few figures to choose from if any one special power activates. Furthermore, the one figure that's able to make use of the special power may not be in a good position to take advantage of that power.


    Hopefully, seeing these special powers broken down like this helps you think of what other special powers might be fun to have. The most obvious example is the "X" power I have in the Defensive powers cluster. Currently, there's is no special power that completely freezes an opponent's figres from either moving or attacking. The Stun power approximates that for strikers (a loss of movement also usually translates into a loss of attack for strikers), but there's nothing that prevents a chosen figure from not moving or attacking. I'd propose a special power titled something like Freeze for this sort of power; the text might read something like "Your opponent may not move or attack with one {S} Specialist of your choosing."

    You can also use this tree to understand why certain special powers should probably have different effects, instead of how they act now. The primary case of this is Recruit/Transform. As we've talked about extensively on here, it seems like Transform should read something like "Replace this figure with [Transformer] robot/vehicle mode from your backups where this figure was knocked down" to differentiate it from Recruit. However, as it sits now, it's just a brand-specific relabeling of Recruit. Not that brand relabeling is a bad idea; note how Force Push/Thunderclap are brand-specific names for the same special power. It would be rather ridiculous for a non-Star Wars figure to have a "Force Push" power, even though the same special power mechanic could be applied to other Attacktix universes just as well.

    You can even see how new special powers might fit into and complement the existing ones, even if there aren't explicit holes in the power tree. Capture is a permanent power; what if there were a Jedi Mind Trick or Hypnotize power that granted you an Attackback using one of your opponent's figures against him or her? The text for this power might read: "You may move and attack with one of your opponent's {T} Troopers." It would require making a branch where Capture is right now, making you choose whether you want the temporary (Jedi Mind Trick/Hypnotize) or permanent (Capture) version of the power. Nevertheless, this could be a fun special power to have - it would certainly change the way you use formations! - and it fits well within the established framework of existing special powers.

    Likewise, what if you could poach a figure from your opponent's defeated area, as a reverse of Rally? Such a Graverobber special power would create a branch where Vengeance is: if you're taking your opponent's figure from the playing field, it'd be Vengeance; if from (the opponent's) backups, it'd be Graverobber. You could imagine a similar branch where Swap is now: if you can just steal a figure from your opponent's backups, you might have a Defect power; if you have to replace the figure you stole with your defeated figure, it'd be Swap.

    You can finally see how many of the effects can fit within the special powers scheme. R2-D2's effect is basically like a Battle Cry that can grant negative as well as positive numbers of attacks, and the Medic Droid is like a delayed Rally (as we've discussed a great deal already). R2-Q5's is sort of like a Charge for a Trooper, and Han and Luke as Stormtrooper's effects are a figure-specific Battle Cry that depends on another figure being in play. Pole Dancing Spidey's effect is likewise a Battle Cry-like effect that depends on having multiple different types of figures in play. Mystique's effect is like the Emperor's Possession attack, so it's like a combination of Battle Cry with a -1 "attack grant", Sacrifice (Mystique for your opponent's figure), and Capture (your opponent's figure).

    Monday, November 20, 2006

    Marvel Attacktix Spoilers: Daredevil

    Marvel Attacktix: Daredevil #M1-16

    Marvel Attacktix Daredevil

    ATTACKTIX CLASS: Specialist
    MARVEL CLASS: Marvel Knights
    BASE SPEED: 12
    DEFENSE: Small Base
    SPECIAL POWER: Evade (Marvel Knights)
    ATTACK TYPE: Striker (Club Uppercut)
    RARITY: Booster - Super-Rare
    Fearless (Warrior)

    "Fearless" - If [this figure] defeats a Warrior figure with a higher point cost than [this figure] that attack does not count as one of your attack actions.

    Brett's Notes:
    So how do you capture the "Man Without Fear" in Attacktix form? You start with a great sculpt and a powerful billy club attack. But to take it a step further and try to get to the essence of the figure, I came up with the "Fearless" effect. Fearless was the first Marvel effect I designed, and it stayed very close to my original concept throughout development. Daredevil rewards your team by taking on opposing Warriors that have a greater point cost...proving that Daredevil is fearless in the face of ostensibly more powerful foes. Note that the attack is "free" only if it successful, so if you have an appropriate target, make sure to use one of your first two attacks with Daredevil. If the attack succeeds, then the attack action costs you nothing and you can spend that action on another figure. (If it fails, it uses your attack action like normal.) Finally... Daredevil's Evade Special Power allows him to share his danger sensing Rader-Sense with the rest of his Marvel Knights teammates, allowing them to be free from attacks on the turn following Daredevil's demise.

    Joe's Notes:
    Daredevil's has an uppercut attack, using one of his billy clubs. We have seen the uppercut used with Series 3 Chewie, and more recently with Venom, who both have large hands/striking areas. Daredevil's billy clubs are like using a lightsaber to attack upwards... so it is a little awkward at first, but if you attack the appropriate limbs and extremities, you can flip most figures. The new effect Brett designed is useful in all lines of Attacktix, since it targets Attacktix Classes and not the Marvel class. Daredevil can get you a free attack by defeating Vader, or the slew of other Star Wars Warriors. His Special Power is great for building a Marvel Knights team, including some characters we have already reviewed like Electra, Punisher and Ghost Rider.

    Be sure to check out Web of Webhead and Master Attacktix for more Marvel Attacktix Spoilers, including Western Ghost Rider.

    Wednesday, November 15, 2006

    Marvel Attacktix Spoilers: Hulk

    Marvel Attacktix: Hulk #M1-7

    Marvel Attacktix Hulk

    MARVEL CLASS: Avengers
    DEFENSE: Large Base
    SPECIAL POWER: Recover (Avengers)
    ATTACK TYPE: Shooter (Barrel Toss)
    RARITY: Booster - Super-Rare

    Brett's Notes:
    Did you know the Hulk has a healing factor, much like Wolverine? His tremendous powers of recovery allow him to heal almost instantly from any damage he actually does sustain, assuming you can damage him in the first place. Giving him the Recover power to represent this was a very direct representation of that ability. If you can master the barrel toss, the Hulk is a formidable opponent to face down.

    Joe's Notes:
    The Hulk is one of my favorite Marvel characters, and this figure does not disappoint. Initially, i was concerned that he was another object throwing figure (dare I say, "Tosser") like Chief Chirpa, however he is much more functional. Though tossing figures may not be as accurate as the traditional launcher, the Hulk lifts the Barrel high, over his head and can make contact with enemies on his first turn. The Recover power for the Hulk is excellent, the more he gets pounded, the stronger he becomes. Just because you may knock him down, it does not mean you have knocked him out. He is a bit costly at 40 Points, but still a very sturdy figure and can withstand a few direct hits.

    Be sure to check out Web of Webhead and Master Attacktix for more Marvel Attacktix Spoilers, including Beast.

    Transformers Attacktix in Japan

    I found an interesting Japanese website about Attacktix. I figured I would post it here, I like to see the Japanese names for the figures.

    From Infoseek Japan



     The series of the action game which [atatsukuteikusu] (Attacktix), [hazuburo] sells from 2005, uses the action figure. Plural characters such as Star Wars are merchandised.

     When [atatsukuteikusu] designates “the booster pack” of the blind package where the figure of the single item is enclosed to random as the basic commodity, after the purchasing in order to be able to begin the game directly, the figure and the rule book of number field was set “starter set” and, M (Mega) large-sized figure “battle masters” of class and develops, also the collection case “battle case” which becomes play field and so on is sold.

     With this corner, it was sold from 2006, you handle in regard to the transformer-related product, but in regard to the data on the game you do not detail, basically you introduce as one kind of collection figure.

     Size of the figure itself differs depending upon the thing, but size of approximately 6~7 centimeter. The lower half body is locked by the base and it is not possible to remove, but the head, the waist and the both arms mobility do the upper body. Modelling every one is exaggerated partly because of the gimmick, but detail and the like seems that is inserted the original toy in reference.

    * Feature of [atatsukuteikusu] game *

    Transformer series 1

     In transformer series 1, the character of [enerugon] and the rhinoceros baht remaining overnight focusing on line-up was united, the product which is sold set the figure 4 body, “starter set” and the figure 2 body were enclosed to figure converted “booster pack” and [enerugon] edition [omegasupurimu] to random the “battle masters”, to that crossover gift set 4 kinds of “[intagiyarakuteitsuku] showdown” of the Star Wars.
     [garubatoron] it is attached to the catalog and the like, and the “battle case”, are some which are stated as TF-23, but we are not sold really and have become defect turn.


    * [busutapatsuku] TF-01~06, 07~12 and 13~18
    TF-01 MINI-CON (mini computer)
    TF-02 OMNICON ([omunikon])
    TF-03 DECEPTICLONE ([deiseputeikuron])
    TF-04 INSECTICON ([insekuteikon])
    TF-05 RODIMUS ([rodeimasu])
    TF-06 BATTLE RAVAGE ([batorurabetsuji])
    TF-07 SCOURGE ([sukaji])
    TF-08 STARSCREAM ([sutasukurimu])
    TF-09 HOT SHOT (hot shot)
    TF-10 EXCELLION ([ekuserion])
    TF-11 VECTOR PRIME (vector prime)
    TF-12 LANDMINE ([randomain])
    TF-13 SUPER OPTIMUS PRIME ([supaoputeimasu] prime)
    TF-14 SUPER OPTIMUS PRIME ([supaoputeimasu] prime) Vehicle form
    TF-15 SCORPONOK ([sukoruponotsuku])
    TF-16 MEGATRON (Mega tron)
    TF-17 MEGATRON (Mega tron) Vehicle form
    TF-18 RANSACK (run sack)

    * Starter set
    TF-19 OVERHAUL (overhaul)
    TF-20 DIRTBOSS (dirt boss)
    TF-21 SKYBLAST (sky blast)
    TF-22 SKYBLAST (sky blast) Vehicle form

    * Battle masters
    TF-24 OMEGA SUPREME ([omegasupurimu])
    TF-25 CRUMPLEZONE (clan pulling zone)

    * [intagiyarakuteitsuku] showdown
    SVT-01 OMEGA SENTINEL (Omega sentinel)
    SVT-02 AT-RT Star Wars
    SVT-03 LUKE SKYWALKER ([ruku] [sukaiuoka]) Star Wars
    SVT-04 DARTH VADER (dozen [vueida]) Star Wars
    SVT-05 SUPER OPTIMUS PRIME ([supaoputeimasu] prime)
    SVT-06 MEGATRON (Mega tron)

    As for *TF-23 defect turn. 

    Monday, November 13, 2006

    Marvel Attacktix Spoilers: Magneto

    Marvel Attacktix: Magneto #M1-13

    Marvel Attacktix Magneto

    MARVEL CLASS: Brotherhood
    DEFENSE: Medium Base
    SPECIAL POWER: Sacrifice (Brotherhood)
    ATTACK TYPE: Shooter (Metal Blast)
    RARITY: Booster - Super-Rare

    Brett's Notes:
    Usually, the best way to protect a 40 point investment is to have some sort of power that gives the figure longevity. Magneto's stems from his Sacrifice power. Sacrifice can represent different ideas...on the one hand it can represent a leader whose followers are willing to sacrifice themselves in order to protect them, such as might be the case with a Jedi and his Clone Troopers. On the other hand, you have some leaders who hold themselves in a much higher esteem than they do their follower's, and is willing to sacrifice them to further their goals, or just to keep themselves going along a little longer. This second principle applies to Magneto. As we saw in the House of M storyline, Magneto was willing to sacrifice everything, even his own children, in his war against the humans. And the Attacktix version of Magneto also can Sacrifice his followers to further his struggles.

    Joe's Notes:
    Magneto is a much needed figure for any Brotherhood themed team. His huge projectile is has a lot of potential, for close and long range attacks. Although he can only aim from side to side, the bulky lump of metal he shoots can take out a pair of small based figures, if they are unlucky enough to be standing close to each other. As a Leader, he will be a big target for Wolverine, but we will learn more about that later.

    The sculpt on the figure is mighty impressive as well. He has a flowing cape and very detailed helmet. He has some rocks at his feet, because he is positioned very close to the front edge of his base, although his cape fully covers the rear of his base making him a very balanced figure.

    Be sure to check out Web of Webhead and Master Attacktix for more Marvel Attacktix Spoilers, including Electro.

    Saturday, November 11, 2006

    Attacktix Demonstration and Tampa Comic Con - Featuring Marvel Attacktix

    Check out all the great events at the Tampa Comic Con

    SUNDAY, November 12, 2006

    At The Fabulous 10,000 Square Foot
    4500 West Cypress St.

    Tournament of Attacktix Video Released

    Be sure to check out another exciting video from NotaComputer.

    Be sure to check out more great videos in our Media Section

    Web of Webhead's Ordering Attacks Strategy.

    Attacktix Strategy Guide: The Evolution of Bait - Ordering Attacks
    By: Web of Webead

    One of the most important in-game strategies for Attacktix is a concept I call Ordering Attacks. This theory has evolved from my HeroClix theory on Bait, which I'll recap in a moment.

    Today I'm going to try and define the concept of Ordering Attacks and give you some of the fundamentals of using it during the game. Chances are, some of you are doing this already, but might not have an overriding philosophy guiding those choices.

    Read the complete article at Web of Webhead

    Thursday, November 09, 2006

    Marvel Attacktix Spoilers: Mystique

    Marvel Attacktix: Mystique #M1-12

    Marvel Attacktix Thor

    ATTACKTIX CLASS: Specialist
    MARVEL CLASS: Brotherhood
    DEFENSE: Small Base
    SPECIAL POWER: Swap (Opponent's Backups)
    ATTACK TYPE: Shooter (Small Missile)
    EFFECT: Possess - If you have another Brotherhood figure in play, as an attack you may take control of an opponent's figure Mystique is touching, then remove Mystique from the game.
    RARITY: Booster - Super-Rare

    Swap: Replace this figure with a figure from your opponent's Back-Ups, and put that figure into play at your starting area.

    Brett's Notes:
    Mystique was an interesting case...I think the only figure where I was handed off an idea of what was wanted...a new take on the Emperor effect. Mystique ended up with a unique combination of power and effect that allows her to have a similar roll on the front end (while she is in play) and on the back end (when she is defeated), taking over an opponent's figure. I think both abilities are a great match for her that really Wolverine, or Mystique in disguise?

    Joe's Notes:
    Mystique is a small based Specialist with a small missile, but that is not why you will be playing her. Her Effect is like the Emperor's, but a little more user-friendly. Once Mystique Possesses her opponent, she is removed from play, and you gain control of the opponent's figure. She is not required to grasp onto the figure, like the Emperor, thereby allowing you full control of that figure's attack. The Emperor used to make Possessing a Striker a lost cause, but Mystique fixes all that.

    Plus, she is another female figure to add to your growing All-Girl Attacktix Team!

    Be sure to check out Web of Webhead and Master Attacktix for more Marvel Attacktix Spoilers, including Abigor.

    Tuesday, November 07, 2006

    Marvel Attacktix Spoilers: Thor

    Marvel Attacktix: Thor #M1-11

    Marvel Attacktix Thor

    MARVEL CLASS: Avengers
    BASE SPEED: 12
    DEFENSE: Large Base
    SPECIAL POWER: Thunderclap
    ATTACK TYPE: Striker (Smashing Hammer)
    RARITY: Booster - Super-Rare

    Thunderclap: Move up to three of your opponents figures 4 Tix, they cannot leave the playing area.

    Brett's Notes:
    Thor showcases another new special power, Thunderclap. While Force Push is good at repositioning a single enemy figure, Thunderclap is the ultimate formation buster, spreading out an enemy formation just enough to pick off a couple of figs on your following turn. Certainly a fitting power for the god of thunder. Thor is also a Warrior through and through, making his Attacktix class an easy choice. Finally, his hammer strike makes for a formidable weapon with good range in a frontal attack.

    Joe's Notes:
    Thor is another one of my favorite Marvel figures so far. His overhead Hammer Strike gives us a different style to take out enemies. The large, blunt Mjolnor can make short work of any figure with an extended limb or weapon. A 30 point Warrior, with a speed of 12 makes him a big target if he is approaching your team. If you can bring down the God of Thunder, he can scatter up to three of your opponents OR move them closer to his teammates! His Thunderclap power will activate anytime it is white, it does not require any other figures or classes in play, making him another option for the Teamwork Spider-Man team.

    Be sure to check out Web of Webhead and Master Attacktix for more Marvel Attacktix Spoilers, including Ghost Rider, Elektra and Punisher

    Thursday, November 02, 2006

    Interview with Wizard of the Coast's Loren Greenwood recently interviewed Greenwood for the upcoming "Future of Games" issue of our magazine

    ICV2: There's been demand in the hobby channel for a couple of Hasbro products that seem to be a good fit for hobbyists--Attacktix and Heroscape. I was hearing at the summer shows that there might be a possibility that Wizards would distribute those titles to the hobby. Is there any progress in that direction?

    Greenwood: Yes. Wizards of the Coast will be distributing Attacktix and HeroScape. I don't have the timeline for it, but that is going to happen. It's something that we will make available to all of our customers.

    Read the complete interview here

    Wednesday, November 01, 2006

    Marvel Attacktix Spoilers: Spider-Man

    Marvel Attacktix: Spider-Man #M1-10

    Marvel Attacktix Spider-Man

    ATTACKTIX CLASS: Specialist
    MARVEL CLASS: Spider-Man
    BASE SPEED: 12
    DEFENSE: Medium Base
    SPECIAL POWER: Rescue (Any)
    ATTACK TYPE: Striker (Swinging Pole Kick)
    RARITY: Booster - Super-Rare
    EFFECT: Teamwork (If you have at least four figures with different Marvel Classes in play you may make an additional attack on your turn.)

    Brett's Notes:
    Here we have the first of the many faces of Spider-Man in Attacktix. Spider-Man is far and away the most iconic of the Marvel Heroes, and as such, he deservedly shows up in many places in this set. So the challenge is, how to make each one unique? Obviously the first step is a variety of attacks, sculpts and stats. The second step is in his power set. When tackling his power set, there is a great advantage with a character with so much depth, there are a lot of different facets to draw upon. This version of Spider-Man is the "Marvel Team-Up version... he works very well with others.

    His Rescue Special Power, which in this case represents his ability to use his reflexes and Spider-Sense to dodge attacks and jump out of the line of fire, triggers universally as long as you have another figure in play... a consummate team player. But his real strength lies in his Effect - Teamwork. This Spider-Man gives you a bonus as long as you are mixing and matching different Marvel Classes on your squad. Normally this would be a disadvantage, as you wouldn't be able to take advantage of the synergies that usually exist within teams of the same faction. Spider-Man fills the gap by giving your team an overall bonus that can shore up any weaknesses that arise from the variety of team members you choose. And don't forget to count his own Spider-Man Class as one of the four you need to trigger the Effect!

    Phoenix's Notes:
    Spider-Man sports an eye-catching sculpt and unique foot-striking ability that I believe will be very popular with Marvel fans. His unique "Teamwork" effect is apt for the character and encourages a varied group of figures to battle foes with, instead of, let's say, an entire army of Spider-Mans. In addition, his Rescue special ability makes him one of the premier figures of the set for 30 points. He is definitely a figure you can build a strong team around.

    I also like how his effect explanation is placed on the figure, incorporated into the base of the pole, instead of a back piece like past figures. This makes him more display friendly.

    I'd say this is a must-have piece for Marvel Attacktix collectors.

    Be sure to check out Web of Webhead and Master Attacktix for more Marvel Attacktix Spoilers, including Green Goblin