Thursday, June 23, 2005

Count Dooku #11 Tips and Tricks

Count Dooku #11
Guest Reviewer: Stephen


ATTACKTIX CLASS: Leader
STAR WARS CLASS: Sith
POINT VALUE: 20
SPEED: 12
SPECIAL POWER: Recover (Sith)
SPECIAL POWER RATIO: 8/26 (31%)
ATTACK TYPE: Striker (Lightsaber)


Count Dooku is an underrated striker. He holds his saber well at two different levels, and his strike is full of power. However, his silly little flippy cape can hamper less experienced strikers, and his light base can make him an easy target for attacks.

Dooku plays rather nicely with other Sith, though his special power isn't very likely to help out. He may make a nice second-line striker who's protected by beefier figures in front of him.

Tips for attacking with Count Dooku:
Count Dooku is a surprisingly powerful striker. He is often able to hold his lightsaber either at chest or hip level, which allows you to have two angles of attack on figures. However, when he attacks from the hip, his saber can often brush over his leg, which saps a lot of the power from his strike. Thus, it's often better to have him attack with his saber raised to the middle of his chest.

You'll also find his cape to be an annoyance. I always keep it flipped up, as he's rather difficult to use properly otherwise. However, the up-flipped cape presents only a small, slim target to your opponent, so don't worry about it.

Count Dooku's special power allows him to pop up if he's knocked down, but it's not likely to come up. Thus, don't use him as a front-line striker with whom you tempt fate. Rather, he's a good reservist whose special power can really demoralize an opponent if it becomes active.

Tips for attacking Count Dooku:
Even from 10 Tix away, Count Dooku can be knocked down with a well-placed small or large missile to his chest or back. However, at 15 Tix, a Force blast to the chest or back is usually necessary to bring him down, as missiles tend to bounce off him from that range. Strikers will have an easier time bringing Dooku down. A one-quarter power hit to Dooku's front, back, or sides should tap him down easily.

If you can take out the Sith that are on Count Dooku's team, he won't be able to pop back up again when you knock him down. However, his power isn't even that likely to come up. Hence, if you play the odds, you'll likely be able to knock him down without him coming back for more.

Alternative Strategies
Count Dooku should be kept behind figures with larger bases to permit them to absorb shots (perhaps including Emperor Palpatine, who needs a Sith to Recover). However, his saber can be used to support the backs of front-line figures, giving them additional stability. He could be a valuable part of a mixed shooter-striker team who moves in to make multiple kills when the shooters get into close range, point blank shooting furies.

However, he could also be a valuable part of a Sith striker team. Being with other Sith will keep him alive if his special power comes up, and his speed will let him press a fast attack with other strikers.

Wednesday, June 22, 2005

Attacktix Battle Case Available ONLINE ONLY - Retracted

Okay, I am updating this post with new news from Hasbro, themselves (Thanks, Sean):

I just got off the phone with Hasbro Customer Service (1-800-327-8264) and asked about the Star Wars Attacktix Battle Case (item #68072). I typed out all the info so others can call and see if they get any different responses. Here's what I got...

The nice gentleman stated that they were shipping to stores (Target, Wal*Mart, etc.) and would be there soon. When asked why ToysRUs.com/Amazon.com was advertising the case as an online exclusive he said that they more than likely received some 'early' (more than likely the same shipment that BigBadToyStore.com and EntertainmentEarth.com received [and I ordered from] a month or so ago) and that the case is not an online exclusive. When asked again "So, the case will be available in stores?" he said "Yes, it's shipping now and will take a little while to get there."

I will leave my original post, so that people who read this earlier will not think they have gone crazy!

Current news on Amazon.com is that the Attacktix Battle Case is not going to be on shelves, period!

Now, with a shipping date of July 1st, the Battle Case looks to be available only through online retailers.




You can always pre-order it here and be sure to get one. If it ever goes up on Walmart.com I'll post that here as well!

Star Wars Attacktix Battle Case with Figure - $16.99

Friday, June 17, 2005

Attacktix Base Repair 201 : Attacktix Autopsy II

Welcome back students. Today's class will build upon Dr. Manzo's Attacktix Autopsy Course, which can be viewed here...

Today I will tackle 2 'tix base problems. I had to perform operations on a few of my Attacktix and these are some of my findings.

Problem #1: My Base Will Not 'Tick'
I had a clone trooper that I opened just as a test out opening up the base before I operated on my Darth Vader (more on that later). The trooper was just a test subject. He didn't tick and I had no initial intention of fixing him. It happened on accident. Here's what I did...


To open up the base insert a sharp x-acto blade into the space between the two parts that make up the base on the bottom. Run the knife completely around the circle of the base. You will more than likely encounter 2 points of resistance. These points are where the glue is and it must be cut.

After you have run the x-acto knife around the base you will need to separate and remove the center part of the base. I recommend the smallest flat-headed screwdriver you can find. I used the screwdrivers that are used for fixing eye glasses or small electronics. You will have to work the inner section out, but be careful. I found that with too much pressure small white lines will begin to appear in the outer part of the base. These white lines are a prelude to a crack, and nobody want's that.

I found it's best to attack the inner base this way. On the bottom and on top (if you are looking at the printing on the bottom the right 'reading' way) you will notice a small tab that is attached to the outer ring of the base. Now, where this tab meets the inner part of the base is where you want to attack. The walls of the inner part of the base are tall and run the entire length of the base (and if you try to pry there you will get the white lines/cracking) except where there is a space for the tab. Here is a clear opening to the inside. With whatever tool you are using (remember the smaller the better) work the base at this area until you can move it enough to get your tool actually inside the base. With your tool inside slowly and carefully pry the inner base off.

See Dr. Manzo's post for more on this.

OK, let's get back to fixing the problem. Pay attention to the inner make-up of your base because you'll have to put it back together. Like I said, I had no intention of fixing my non-ticking Clone. He was just a test to see if I could open a base without messing it up. After I got him open I wanted to practice putting all of the parts back together. I put the Clone back together and gave him a test... and he WORKED!! I don't know what I did, or what was originally wrong. But I opened him up, took apart his base, put him back together and he worked again.

So to solve Problem #1: just open your non-ticking figure and play around. It may just be a simple miss-alignment that is keeping you from 'tix fun.

Problem #2: My Figure Keeps Dropping His C-Ring
I had 2 Armor Darth Vaders with this problem. I wrote off the first and gave it to a friend as a computer display piece. When my second Vader lost his ring I decided to take matters into my own hands. As Dr. Manzo stated in his autopsy lesson your 'tix will still work without his ring, but the ticking and color wheel (red/black top - white bottom) will be loose. I prefer my 'tix in perfect working order.


So, to fix this problem... take the base apart just like above. In the top part of the base (the part that is still attached to the figure) and you will see a small raised circle. Around this circle resides your rubber c-ring, and around that rides your color wheel. My solution was to crazy glue the c-ring to the small raised circle. Keep in mind that you want to keep this ring 'rubbery' so only glue the inner side of the ring to the circle.

Now you need to make some small adjustments to your color wheel. Since the c-ring is meant to move along with your color wheel and now it is stationary your 'tix base will freeze up if you don't adjust the color wheel. Take your x-acto knife and carefully scrape a small amount of plastic from the inner hole in your color wheel. Just a little bit. Keep checking how much plastic to remove by placing the wheel back around the glued c-ring and see if you can move it easily with your fingers. If it still seems too tight remove some more, but not too much 'cause that will make it loose and a loose wheel is the reason for this whole operation. If your wheel seems right to you, you are done. You may want to sand down the inside of the circle you were just removing plastic from. If you don't have sand paper handy I find that the non-blade end of a pencil-shaped x-acto knife works well for these small jobs. The end of which I speak is the silver tightening part that has a somewhat diamond pattern cut into it. Just run this back & forth and all around the inner circle.

Now, pop your base back together and test it out. Remember you don't have to glue it back together yet. Give it a good test and when you are satisfied reseal the base with some crazy glue & there you have it.

That's all for today class. If anyone has done other repairs on their Attacktix please share with the class.

Wednesday, June 15, 2005

Attacktix Official Tournament Information

Thanks Sean for this info from Rebelscum.com:

Full Article

(Q): Do you know if there is going to be any Attacktix tournaments anytime soon or Star Wars conventions or parties or anything anytime soon?

(A): Hasbro will have something at Comic Con, but there's been no word on individual tournaments outside the conventions. I'd give the line a chance to catch on, hopefully at one point leagues will start to form and at that time we'll see more tournament play. I'm sure Hasbro will do whatever they can to get the ball rolling though, hang in there

(Q): Lastly Attacktix. I love them!!! I have a great time battling my 8-year-old son with SW figures. I wanted to know when series II is coming out and are there any plans to continue the line. I hear a lot of collectors aren't into Attacktix and this can dampen any hope to see future figures like a Qui-Gon, an episode IV Obi, or my dream…a redeemed Anakin that can over power the Emperor!

(A): I hear ya, my kids and I have had great fun with the Attacktix line. As far as I know, no plans for a third series have been made public, but I'm sure they're in place. Series 2 will be on display at Comic Con next month, and probably in stores soon after that. Not sure where you're at, but all the Attacktix pegs in my area are short on stock, from what I see the line has sold, and is selling pretty well. If the numbers are good, I'm sure we'll see plenty more from this line, including many of the figures you mentioned.

Sunday, June 12, 2005

SFX's Toy Shop - Jabba the Hutt Concept Mega Figure

Hey gang, welcome to the Toy Shop!

As you can tell by the great threads about game play variations and future figures, Attacktix lends itself to creativity. I've had a few ideas rattling around for awhile and I thought I'd share them with you. Think of them as figure mods, but instead of paint & clay I'll use ones & zeros.

Today I'm going to tackle Jabba the Hutt. Since the early days of Attacktix, oh so long ago, one of the characters people wanted to see immortalized in 'tix form was the Hutt. I, on the other hand, was of a different opinion. Jabba is one of my favorite characters but lets be honest, he's a fat slug that basically did jack-squat. He wasn't what I'd call a fighter so I didn't think he'd translate well into the Attacktix world.

But even more pressing in my mind was "How do you make him fall?" He's a short, squat, chubby dude. Not exactly the type that is easy to knock over. But it was this problem that got my mind a-racin'. Design comes in many forms. Sometimes you develop a cool idea and sometimes you have to come up with a creative solution to a problem. And the problem of knocking the Hutt on his ass was a problem I wanted to solve. I give you...

JABBA THE HUTT
(original photos via Rebelscum.com)


Jabba is a MEGA and can be broken down to 3 major sections

1. TAIL/STRIKER (works just like Boga)
2. HEAD
3. TARGETS/TORSO


His HEAD is solid plastic and very heavy. It features two large TABS with holes in them (as seen in the side view).


His barrell shaped TORSO contains the TARGETS (a) and a ROD (b) that runs the length of the TORSO. This ROD goes through the HOLES (c) in the TABS and creates a kind of hinge.

How does he work?

A. When both of the TARGETS are hit
B. the HEAD is released and falls backwards...
C. rotating around the ROD
D. The weight of the head falling backwards causes the base to tip and lift off of the playing surface

Jabba's special power is:
ATTACKBACK: Free move and attack for up to two of your BOUNTY HUNTERS

What does this mean?

Well it's pretty self explanatory... you can knock Jabba out.. Momma said knock him out!!

And there you have Jabba the Hutt: MEGA. But, he's pretty similar to the Boga and in a game that looks like it will get more innovative with each release, kinda simple. He's just missing that special something. What could it be?...


Ahh yes, he needs a little Crumb. That's right folks, the nastiest muppet around, SALACIOUS CRUMB, is just the guy to spice up our game play.

How does he work?

SALACIOUS will sit on a small track in front of JABBA. He will be connected to JABBA's tix wheel. As JABBA moves SALACIOUS will slide back and forth blocking a TARGET. He will have to have some kind of special gearing that allows him to move back and forth in a somewhat random fashion. If he moved back and forth evenly people could cheat by timing his movements to block a certain TARGET.

I think that Mr. Crumb will add just a bit more of that 'fun factor' that makes Attacktix the game we all love.

Here is the completed Jabba


Well, that's it for today's Toy Shop! Join us next time for...

FORCE JUMP FIGURES

Mace Windu #19 Tips and Tricks

Mace Windu #19
Guest Reviewer: Stephen


ATTACKTIX CLASS: Warrior
STAR WARS CLASS: Jedi
POINT VALUE: 30
SPEED: 10
SPECIAL POWER: Recover (Jedi)
SPECIAL POWER RATIO: 10/26 (38%)
ATTACK TYPE: Striker (Lightsaber)


Mace Windu is to the Jedi what Darth Vader is to the Sith: nearly an Attacktix god. Besides having an insanely powerful lightsaber, he's surprisingly resistant to attacks. Plus, he can raise himself from the dead if he's in the company of other Jedi.

Like Starter Kenobi, his slim profile can be an asset in advancing on your opponent. However, his tremendously large base helps keep him safe from oncoming shots.

Tip for attacking with Mace Windu:
Mace Windu has no robes to get in the way of fingers around the base, and his non-striking hand is raised out of the way close to his body, so his striking action is easy to perform. And oh my, will you ever want his striking action! When you become a proficient striker, you should be able to take out at least three figures at once if they're bunched up along the length of the lightsaber, irrespective of their base size. Yes, he's that good. Furthermore, his striking hand seems to be robust to breakage.

He's so good, he can take out an AT-RT all by himself! Here's how. Line him up in front of the AT-RT like so:



His saber hand should be in front of the hole in the target on the AT-RT's right leg, and his saber's tip should overlap the end of the target on the left leg of the AT-RT. Furthermore, his saber should be parallel with the top edges of the targets and about 1 cm away from them. Next, turn Mace's base as far around as you can, holding the tip of his saber and keeping the saber parallel to the targets. Now, let it fly. For me, more than 9 times out of 10, the AT-RT will either fall down or fly off the playing field. I like to call this Mace-ing! (tm)

Though Mace Windu's special power is less likely to be activated than Darth Vader's, he'll still recover if his fellow Jedi on your side haven't been slaughtered. With Mace Windu on the front line of a Jedi striker team, it's hard to go wrong. Because the strikers are so fast, they can close the distance on shooter teams before they have much of a chance to take you out. And even if they do land shots on you, Mace's tremendous base will likely help to deflect those shots off his powerful chest.


Tips for attacking Mace Windu:
The short story here is that you don't want to plan on attacking Mace Windu just once unless you've got a Force blaster. Even from 5 Tix away, a small missile right to his exposed front side has perhaps a 25% chance of knocking him down. From 10 Tix away, a large missile to his front can bring him down, but if it's aimed at his back or side, he likely won't fall. However, even at 12 Tix, a Force blast can knock him down from the front, rear, or side.

Mace Windu can be knocked down by strikers, especially when the blows are directed toward his front side. He'll fall with a one-third power strike there. If you hit his back or non-saber arm, you'll need a half-power strike to bring him down. If your only choice is to hit his saber-wielding hand, though, you'll need a full-power hit to have even the slightest chance of knocking him over.

Though his power allows him to stand right back up if he's got fellow Jedi still standing, it doesn't have the highest probability of being activated. So while it may be a good idea to pick off a bunch of the Jedi surrounding Mace, you might not need to do so. If you're brave and can isolate Mace from his compatriots, he becomes easier to topple, especially if you can get a couple of shots or strikes at him.


Alternative Strategies
Mace Windu is an excellent front-line leader of a team of figures. His solid base and construction let him absorb shots with ease that would fell a lesser teammate. As long as he's got some support from the bases of figures behind him, he should be a nearly unstoppable part of a striking team, particularly if he's turned so that he's facing your opponent's figures with his narrow profile.

Of course, you could also use him as a blocker in front of a team of weaker shooters. Mace will be able to block with his body shots from other shooters, but he leaves enough space around his saber to let any shooter attack over him, and he has enough space over his left shoulder to permit a taller shooter to launch over it.

Friday, June 10, 2005

Attacktix 101 - Striker Figures

Guest Reviewer: Stephen

Here's a tutorial for those interesting in improving their striking game. Because ImageShack's gallery view doesn't display things as I'd like, I've posted the text of it here. Beware, this is very picture heavy (16 x 250 kB images). You can see the Photoblog version of this tutorial here.


BEGINNING STRIKING

Setup

To start a successful strike, scoot your striker up to the target figure, making sure the striking surface (blade or paw) is parallel to the figure you want to strike down.

Twist

Now, this is the key. Twist the *base* of the figure, not the striking surface! Angle the striking surface at about a 20 degree angle from the figure to make it fly approximately straight away. Hold the tip of the striking surface between the tips of your thumb and index finger as you rotate the base of the figure between the thumb and index finger of your other hand.

Result

If you follow these directions, this should be the result. The bar in the middle of the screen is a 15 inch ruler. Hence, I was able to knock a 40-point Force blast figure about 24 inches (2 feet!) across the table. The smaller the base of the figure you're trying to strike, the farther it'll go, which offers up some interesting possibilities...


DISTANCE STRIKING

Setup

Consider the case when your opponent has spaced his or her figures across the playing surface (these clones are about 5 Tix apart). You can use one of your opponent's figures to take out the other! Again, sidle your striker up nice and close to the figure you want to strike (the farther away the second figure, the lighter the base of the first figure should be). In this case, Starter Kenobi is attempting to knock a Clone Trooper (10 points) into Commander Bly (30 points).

Twist

Hold the striking surface of your striker and hold the tip of it between the thumb and index finger of one hand. Turn the base of the striker with the thumb and index finger of the other hand. Position the striking surface about 20 degrees from being perfectly parallel with the figure you're going to strike.

Result

If you've gotten the angle of the striking surface correct in the previous step, the first figure should smack right into the second figure, knocking them both down and giving you a beautiful two-for-one combo! In this case, both figures would have flown off the edge of the playing surface, but for the rails on my table. But what if your opponent has bunched figures up together?


POWER STRIKING

Setup

This time, you'll want to get your striker up nice and close to the heaviest figure in the group. This may take a few Tix to accomplish properly, but it should be worth the effort. Note that Shooter Obi-Wan (40 points) is heading a group including a Super Battle Droid and a Clone Lieutenant (20 points each).

Twist

For pure power striking, make sure the striking surface covers as much of the lead figure's body as possible. Also, keep the striking surface perfectly parallel to the lead figure's body to ensure that the force of the strike is distributed as evenly as possible to the other two figures, as well.

Result

If you've kept the striking surface as close to the lead figure as possible, you should be able to knock down all three figures, if your striker is powerful enough. The Clone Lieutenant fell off the table shortly after this picture was taken, and the other two bounced off the rails. A sweet three for one!

And now, you know how to strike like a pro, using only a striker available in the starter set! You know how to put real power in your swing, which will allow you to score multiple kills with one hit, whether your opponent spreads his or her figures out or keeps them together.


STRIKER DEFENSE

Interweaved striking surfaces

The key to defending against a gang of shooters is to bunch your figures up in such a way as to maximize the defensive power of the whole group. In this case, stacking your strikers in a 2-figure-wide column - with the figures with the largest bases in front - is ideal for this purpose. However, because you're dealing with strikers, you can also use each figure's outstretched striking surface to provide further support for each figure. Here, you can see how each Jedi has another Jedi's lightsaber in front of him to maximize stability of the entire group. You should be able to do the same with hand strikers, interleaving the hands to "catch" figures that would otherwise fall. Let's see how this works against heavy fire.

Force blasts
Here, the group of four Jedi faces a pair of Force blasts at 5 Tix away.


One Force blast, directed at Striker Kenobi, does very little to perturb the integrity of the group.


And a second blast directed at Striker Kenobi still doesn't knock down any of the figures. Now the strikers can regroup and knock down the Force blasters mercilessly, probably with just one strike!

Large missiles
The striker group packs itself up again, this time to deal with a pair of large missile shooters.


A single missile shot at Agen Kolar's head doesn't knock anyone down.


Nor does the second missile, which has just managed to spin our intrepid Jedi around a bit. Again, the Jedi can regroup and spank the shooters right off the playing field.

Run from strikers!
However, if your strikers are going to combat other strikers, it's best to keep them spread out as widely as possible. Recall what happens when you pack a bunch of shooters together; the same will happen to even the best packed of strikers.


Observe the mischievous, impish "Baseball Bat Yoda" approaching an unsuspecting group of strikers.


And the damage he has wrought upon them, even though they were standing in their most tightly packed and interleaved group. Hence, when confronted with another pack of strikers, break up and knock them all to the ground with one or two well-placed strikers of your own, then group back up if only shooters remain in range to provide maximum stability to your striker group.

Thursday, June 09, 2005

Obi-Wan Kenobi #31 Tips and Tricks

Obi-Wan Kenobi #31
Guest Reviewer: Stephen


ATTACKTIX CLASS: Leader
STAR WARS CLASS: Jedi
POINT VALUE: 30
SPEED: 12
SPECIAL POWER: Sacrifice (Trooper)
SPECIAL POWER RATIO: 20/26 (77%)
ATTACK TYPE: Striker (Lightsaber)


Starter Kenobi is a pretty good striker figure to get involved in the forefront of a striker team. He's got good striking power behind his saber, and his special power allows you to replace a relatively weak trooper with him. However, his front and back present easy targets that can be exploited during an advance.

You may want to advance Starter Kenobi with his slim profile facing the enemy, but you can also protect his vulnerable areas by having him interleave his blade with those of other striker figures.

Tip for attacking with Starter Kenobi:
Starter Kenobi's waist swivels pretty easily, which allows you to get a lot of power out of his strike. His arm is extended fully out from his body, so he can reach quite a ways. However, his saber is angled upward in its most natural position, so keep in mind that even if you swivel it down when you strike, it'll want to rise up again. His striking hand seems to be resistant to breakage thus far, though.

His strike is powerful enough to take out several opposing figures at once, even if some of them are high-point figures that are grouped. You'll need to use a well-placed strike involving both the tip and the hilt of the lightsaber to accomplish this, though.

Because Starter Kenobi's special power is likely to be activated but requires the presence of a trooper, you may want to have a few troopers around, some of which aren't likely to see action soon. If you use Starter Kenobi as a front-line figure, and he gets knocked down, he can rise again when he replaces one of the rear-guard troopers you've kept behind.

Tips for attacking Starter Kenobi:
A shot to Starter Kenobi's front or back midsection will likely take him out; however, the range at which you'll be able to take him depends on the size of your missile. If you're using a shooter with a small missile, you'll likely need to be around 5 Tix away before having a good chance of knocking him down. However, if you're using a large missile or Force blast, you'll be able to knock him down from even 12 Tix away when you his his front or back. If you're aiming for his side, though, don't bother shooting at him. Starter Kenobi has a very narrow side profile, and even if you hit him, the shot is likely to deflect off his side. Try to reposition your shooter so that you get a bead on his wider front or back.

Starter Kenobi is vulnerable to striker attacks. If you can strike him at his waist underneath his right arm, he'll need little more than a tap to make him go down. However, if you hit him elsewhere, you'll want to use a half-power strike at least to ensure he falls.

Keep in mind that Kenobi can come back if your opponent still has troopers in play. In fact, he'll be able to come back right where the trooper stands. If there's a pack of powerful figures that has only one trooper around them, pick off that trooper so that he has to come back within a weaker pack of figures.

Alternative Strategies
If you're going to lead Kenobi into battle, you might want to make sure he's facing sideways from your opponent's perspective, with his lightsaber pointing back toward your starting line. This will present the smallest target to your enemy while he encroaches on them.

However, if he's part of a striker team, you might take the chance of exposing his wider front or back to interleave his saber with those of other members of a striker team. This tactic, when combined with placing larger figures in front of smaller figures, with the bases of the larger and smaller figures touching, will add surprising stability to a striker team's advance on a pack of shooters or strikers.

Ki-Adi-Mundi #18 Tips and Tricks

Ki-Adi-Mundi #18
Guest Reviewer: Stephen


ATTACKTIX CLASS: Specialist
STAR WARS CLASS: Jedi
POINT VALUE: 20
SPEED: 10
SPECIAL POWER: Rally (Specialist or Jedi)
SPECIAL POWER RATIO: 10/26 (38%)
ATTACK TYPE: Striker (Lightsaber)


Ki-Adi-Mundi has one of the most versatile special powers in Attacktix: He can call either a Specialist or a Jedi back from the defeated pile if his special power is active. His striking range is also tantalizingly long, allowing you to take out multiple enemies at once if he's properly positioned.

Though his speed is a bit slower than other strikers, he still makes a good addition to a striker team, particularly in the rear, where sturdier figures can absorb blasts that would otherwise take him down.

Tip for attacking with Ki-Adi-Mundi:
Ki-Adi-Mundi has a surprisingly powerful lightsaber strike, on account of his long reach combined with his not having robes that would obstruct your fingers while striking. When properly positioned, he can even take out two lighter based figures (20 points or less) at once.

However, if you strike him against a strong opponent more than a few times (e.g., any 40 point figure or Mega), his saber hand very well may loosen or break off. His hand seems to be have the same design flaw as Yoda's: it's attached to the arm by a relatively thin piece of green plastic. After about the fourth time of whacking the AT-RT down with one saber strike (yes, it can be done!), his hand broke off for me. Be sure to have super glue on hand if you plan to use him a lot. Recommended is “Mainstays Projects,” Wal-Mart's house brand. Other brands don't seem to bind Attacktix pieces as well or at all.

Like Agen Kolar, Ki-Adi-Mundi's special power is activated only when other figures of yours have been defeated. Hence, he's often best used as a second line attacker, though his powerful saber strikes will allow you to knock down more powerful figures with relative ease.

Tips for attacking Ki-Adi-Mundi:
Though his long reach is one of his greatest strengths, Ki-Adi-Mundi's wide-ranging stance is also his greatest weakness. He presents lots of easily attacked targets, including his outstretched non-saber arm and a taller head than most. However, it takes more than a simple tap to make him go down; he's better balanced than Agen Kolar. He won't go down easily with a small missile at 5 Tix, but large missiles and Force blasts from even 12 Tix away will take him down nicely when they're aimed at his midsection.

If you're attacking Ki-Adi-Mundi with a striker, you can't just tap him and make him go down like you can with Agen Kolar. Nevertheless, you also don't need to whap him at full power like you do Armored Vader. A good half-power swing should be sufficient to do Ki-Adi-Mundi in.

If there are any other Warriors on Ki-Adi-Mundi's team, try to get Ki-Adi-Mundi down first. That will ensure that even if his special power is active, it won't make a difference. Remember to aim for his midsection, as strikes or shots directed elsewhere may miss or just spin him around, rather than knock him down. However, if you make solid contact with Ki-Adi-Mundi with a large missile or striking implement, he'll likely go down.

Alternative Strategies
Because Ki-Adi-Mundi is not a heavy figure, you'll either want to support him with heavier figures behind him or use him to support heavier figures in front. If you choose the latter, you might want to pair him with another saber-wielding figure. Have Ki-Adi-Mundi and the other saber figure's bases touching two figures in front, and have their lightsabers resting on the backs of the opposite figure in front, like this (KAM is Ki-Adi-Mundi, and the Xs are other figures):

X X
X==KAM

Alternatively, if you play with Shaak-Ti, you will likely want to keep Ki-Adi-Mundi in your backups. If Shaak-Ti falls, she can summon Ki-Adi-Mundi, allowing him to join the fray with any other soldiers you may have left behind. Then if he goes down and his special power is active, he can call Shaak-Ti back into the game...and so on.

SFX's Toy Shop - Jar Jar Binks Concept Figure

Sean, from the Attacktix Forum, is a madman. He has created some great concept toys, so I decided to post them here for everyone to see. Thanks for the inspiration!

Hey gang, welcome to the Toy Shop!

As you can tell by the great threads about game play variations and future figures, Attacktix lends itself to creativity. I've had a few ideas rattling around for awhile and I thought I'd share them with you. Think of them as figure mods, but instead of paint & clay I'll use ones & zeros.

First up I thought I'd tackle the dilemma that is... JAR JAR BINKS! That's right... I said it! I was inspired by the Jar Jar poll and thought that there had to be a way to get people to play a J.J.B figure. Unlike most I don't hate the fella. He's not one of my favorites, but I don't want to see him die in some horribly gruesome way. He was a character that had a lot of potential, but was handled poorly.

When thinking of a Jar Jar Attacktix figure the worlds 'striker' and 'launcher' don't jump immediately to mind. So, what could the Jar man do? Here's my take on it. I give you...


JAR JAR BINKS
(original photos via Rebelscum.com)


Jar Jar has 2 major features...

1. ARM/LEVER
2. COLOR WINDOW

How does he work?

A. by pulling down on the ARM/LEVER you cause the...
B. COLOR WHEEL (red/green) to spin
C. the COLOR WHEEL can be seen through the COLOR WINDOW
D. when the COLOR WHEEL stops your color is revelaled


What does this all mean?

In the Phantom Menace I found Jar Jar to be very distracting (and since you can't add an 'annoyance' or 'murderous rage' variation into the game) I figured I'd work this angle on his figure.

You field Jar Jar on your team just like any other figure. He moves when your team moves, but never takes any other action during your turn. Instead, after your opponent moves his figures, but before he fires a shot you get to 'spin the wheel' and turn Jar Jar's arm. If the color in the window is green your opponent can fire at will. On the other hand, if red appears in the window you opponent must direct his/her entire allotment of shots for that turn at Jar Jar!

Think of him as the anti-R2 D2 (the R2 attacktix figure is rumored to have a numbered spinner that can give your team extra shots). This way Jar Jar fills out 2 very important functions. One he is actually a useful (and hopefully fun) figure. And two, everyone will have the chance to unload a barrage of missiles at his squishy head!

This way you can actually build strategy around him. From the simple and obvious: Send Jar Jar as far away from your main force as possible and let him take some heat. To the more useful: Surround him with a wall of battle droids. The more your opponent knocks over, the more you may be able to pull in from your backups. To the ones that will piss people off: Place him behind a Mega and let them absorb all of your opponents missiles (and frustration)!

Plus, I don't want there ever to be an Attacktix figure that makes people respond in any of the following ways:

Cry
or
Immediately tape the booster back up and return it
or
Feed him to the family pet
or
Death by bunsen burner
or
Crush him like an ant under your boot! ;)

Well, that's it for today's Toy Shop! Join us next time for...

JABBA THE HUTT: MEGA

Monday, May 23, 2005

Agen Kolar #23 Tips and Tricks

Agen Kolar #23
Guest Reviewer: Stephen
ATTACKTIX CLASS: Warrior
STAR WARS CLASS: Jedi
POINT VALUE: 20
SPEED: 12

SPECIAL POWER: Rally (Warrior)
SPECIAL POWER RATIO: 10/26 (38%)
ATTACK TYPE: Striker (Lightsaber)


Agen Kolar is a difficult striker to use because his lightsaber arm crosses over his body. This, combined with the fact that one of his saber hands is not attached to his saber, makes his swing less powerful than that of most other strikers.

However, he still makes a useful addition to a striker team that's geared toward taking down a number of different types of figures. Agen Kolar may do best at striking figures with smaller bases or on the periphery of a group. If nothing else, his power to Rally a warrior back from the grave may make him a fair candidate for Jedi cannon fodder.

Tip for attacking with Agen Kolar:
As noted above, Agen Kolar isn't a great saber powerhouse. Hence, using him to take down an AT-RT isn't a wise move. However, the amount of torque he gets up as you swing him around is considerable. He can take down any non-Mega figure in an Attacktix collection with proper positioning, though his flowing robes at his base may cause some problems for novice strikers. Unless you're really good with Agen Kolar, it may be best to use him to attack lower point value figures, using other members of your team to knock down the higher-point figures.


Unfortunately, it doesn't take much more than a tap from an opponent's lightsaber (or a well-aimed small missile) to take Agen Kolar down. To make the most effective use of him, you should either put him behind figures with heavier bases (so that they can use him to help absorb more Forceful shots) or in front of figures with heavier bases (so that they can lend their strength to him to keep him upright). Putting him behind heavier Warrior figures may be a better strategy, because if they fall in battle and leave Agen Kolar exposed, his special power can bring one of those initially defeated Warriors back into play.

Tips for attacking Agen Kolar:
From more than 5 Tix away, it will be difficult to get Agen Kolar down with a small missile. However, he will fall to a well-aimed large missile or Force blast launched from even 10 Tix away. At 12 Tix or beyond, however, he may not fall to even a large projectile, so he might be able to close the distance on one of your figures before you can knock him down. Nevertheless, his small base makes him a good candidate for a shot to the midsection (the robes around his base make low shots more problematic)
.

If you can get a striker anywhere close to his midsection – even with just the tip of a saber – you should be able to knock him over fairly easily. About the only place he won't go down with just a tap is the sort of triangular bump right below his belt in the folds of his robes.

Keep in mind that his special power has less than a 50% chance of being active. Don't be afraid to knock him down, especially if you haven't knocked out any of your opponent's Warriors. If he gets knocked out before any other Warriors go down, his special power will be moot.

Alternative Strategies
Agen Kolar should be included in a squad with lots of Warriors, preferably those that will see front-line action before he will. Keep his base touching one figure immediately in front of him, and have his lightsaber resting behind the back of another figure in front of him. This will support the two front-line figures somewhat.


Even better, pair Agen Kolar with another saber-bearing figure. Have Kolar and the other saber figure's bases touching two figures in front, and have their lightsabers resting on the backs of the other figure in front, sort of like this (AK is Agen Kolar, and the Xs are other figures):

X X
X==AK

Saturday, May 21, 2005

Attacktix Tactics Going on Vacation

Attacktix Tactics' moderator (That's ME!) is getting married in a few weeks. This site will be slowing down in the mean time. It will be back on schedule for weekly news AFTER June 10th or so.

If you are looking for Attacktix News try the forum over at Proboards.

If anything new comes up, I will try my best to get it up on this site. Feel free to add your own comments, or Private Message me on the Attacktix Forum if you have an article to add.

Thanks for all the support! You can expect more Figure Reviews in just a few weeks. Maybe I'll have time before then, but no promises!

Monday, May 16, 2005

Attacktix Battle Case Exclusive Review and Rules

Thanks to Sean on the Attacktix Forum for the information (an shelling out the big bucks to get a Battle Case before they hit the major retailers.) All pictues and copy compliments of SFX500!



As promised the Battle Case comes with an exclusive CLONE SERGEANT figure.



CLONE SERGEANT
ATTACKTIX CLASS: Captain
STAR WARS CLASS: Republic
POINT VALUE: 20
SPEED: 10
SPECIAL POWER: Rally (Trooper x2)
ATTACK TYPE: Launcher (Small Missile)

The Sergeant is a re-paint of the Clone Lieutenant. Now, the first thing that struck my attention was a Speed of 10! That's right folks this guy has a movement of 10! The highest speed out of any launcher. At first, I thought this was a mistake (perhaps the sets were recalled and that is why they are delayed) but then I got to thinking... This movement is a clever idea on Hasbro's behalf.

All of those players who were going to pass on the case are now going to reconsider. Who wouldn't want a 10 Tix launcher (or a squad of them) on their team? I haven't seen him in a full-out battle yet, so I can't say, but he may be brokenly undercosted. His special power is "Rally: Return up to two defeated Clone Troopers to play". All in all, a very cool figure.



The Launcher
This is a cool little gun. It has two missiles that fire separately with two buttons, on each side of the launcher. It does not "attach" to the case and moves freely. The gun's base, which you snap on to the launcher to complete the gun, has several notches that allow the gun to be positioned three ways... down, stright, and up. Like usual, Hasbro hasn't gone into any details as to the rules behind the gun. It's more "make it up as you go".



The Flag
The flag is cool, as well. It has a little peg that fits into the base and a small ring at the bottom that clips onto you figure. Not much to say about that really.



CAPTURE THE FLAG GAME RULES (Click here for Instruction Sheet)

OBJECT OF THE GAME:Capture the flag and win the game!

SETTING UP:Insert flag into one of the holes in the case. Place launcher in game area.

PLAY:Use standard ATTACKTIX game rules. For this game variation, the goal is to capture the flag and return it to your starting point. Battle figures can move to a different level only at the stairs. To move up or down one level: One Tix.

CAPTURE:You capture the flag when one of your battle figures comes into contact with the flag. Remove the flag from the case and attach it to your figure. (Flag clamp fits most ATTACKTIX battle figures.) If a battle figure is knocked down while carrying the flag, return the flag to its original place in the base. It must now be captured again.

Well, those are the exact rules that came with it. More than likely this is similar to the way a lot of you were playing CTF already.



The Battle Case
First off, it doesn't have the cool silver painted panels... just flat molded black. This was a little disapointing. The case has a 'drawer' that slides out. On the inside are little grooves or tabs (not shelves) that hold the back of the tix base. You can fit anywhere from 12 -15 or so figures in there. It, of course, came with two black pillars. Which, by themselves, are pretty useless. But, if you get another case (nicely played Hasbro) you will have four and can begin your mad stacking.Over all the battle case is pretty cool. I'd have to say the highlight so far is the 10 speed on the Clone... just a little killer.

Sunday, May 15, 2005

Darth Vader #16 Tips and Tricks

Darth Vader #16


ATTACKTIX CLASS: Warrior
STAR WARS CLASS: Sith
POINT VALUE: 40
SPEED: 14

SPECIAL POWER: Recover (Trooper)
SPECIAL POWER RATIO: 16/26 (62%)
ATTACK TYPE: Striker (Lightsaber)


If you have a Darth Vader, use him. He is one of the most powerful figures in the game. A speed of fourteen, and more than a 60% chance of using his special power, he is a great value even at 40 points. His Lightsaber strike is one of the most devastating, as well.

Vader's Special Power is activated with with the weakest players available, a Trooper. He doesn't have the highest ratio, but it comes up more than half the time. As hard as Vader is to bring down, you do not want him standing back up for ANY reason.

Tip for attacking with Darth Vader:
Darth Vader has a long, sturdy Lightsaber, that can bring down anything. Vader has the largest base, for a non-Mega figure. Do not be afraid to charge into battle with his fourteen speed. Vader can take long ranged attacks from Blasters and Force Blasts and hardly be rattled. If you can knick your opponent with your saber, than give it a shot. Vader's attack can bring some figures down with just a tap. Pull all the way back and let the Force do the rest.


Load your team with Troopers and hope for the best. Everytime Vader stands back up, is another bit of confidence buster to your opponent.

Tips for attacking Darth Vader:
Before you begin your attack on Vader's team, take note of all the Troopers your opponent has. These support units make Vader a figure that will rise over and over again. Vader is tough to take down from any range, so the more Troopers on the board the worse your outlook is. If you have the option to take one of the Troopers out, don't waste it.


Vader is well balanced, but is weighted slightly heavier on his Lightsaber side. Most projectile blasts from very close range will bring him down, but not all. If you can't make it into extremely close range, try aiming for his left armpit. The extended left arm is a nice target, and if you can place your shot into the nook between the arm, waist and cape, you can knock him over.

If Vader has attacked, it may have left his cape up in the air. This will help your Force Blast Shooters to get in close range with less movement. If you can aim for the left tip of the raised cape, you can also tip Vader enough to knock him over.

Knocking Vader over with a Lightsaber is not as easy as it should be. A lot of the lower valued figures will just slap Vader, without even moving him. If you want to make sure you have a fighting chance, pull your Lightsaber ALL THE WAY back, and them touch it to Vader's body. Now, with the full kinetic force, release the saber and watch Vader fly away. He may go off the table, or out of bounds. He may fall over, or he may just slide a couple inches away and remain standing. Just keep in mind, if your normal Striking style does not kill Vader, try the above method. (Tested first in the Yoda review)


Alternative Strategies
You should already have a lot of Troopers in play if you are using Vader. If you have a support unit that can tag behind Vader, try to keep him to Vader's right, behind his saber. Even if you are attacking with Vader, you can keep a unit at this position. Instead of pulling back the saber, just twist his base in the opposite direction and you can get enough force to kill your opponent (and not your Trooper).


You may want to practice this a few times, but keeping a Trooper here will help to protect Vader from tipping over if you hit his weak spot.

Friday, May 13, 2005

Hasbro Updates Attacktix Site

Thanks to Meepo on the Attacktix Forum for pointing out these updates to the Hasbro site.

1. The Squad Builder now includes Series 2 figures, including point costs, class, and team affiliations! (Or you may have seen this previously in my "Rate Your Squad" link on the left!)

2. The Figure Gallery is much improved and also has placeholders setup for Series 2 figures. This is basically CD that was included in the Starter Set, now online with Series 2 in mind. I hope they add the Series 2 spinners to this gallery, I was worried they would only exist for Series 1.

3. New Html-Based Checklist. Very cool checklist, I may add it to my site.

Wednesday, May 11, 2005

Yoda #30 Tips and Tricks

Yoda #30

ATTACKTIX CLASS: Leader
STAR WARS CLASS: Jedi
POINT VALUE: 30
SPEED: 12

SPECIAL POWER: Vengeance (Opponent)
SPECIAL POWER RATIO: 20/26 (77%)
ATTACK TYPE: Striker (Lightsaber)


Yoda is a quality addition to any team. His Special Power is unique in that it eliminates the person who eliminated him, appropriately named "Vengeance". Yoda will get this ability more than three out of four times! A movement of twelve will get him in range to strike quickly, and he is tough to take down from a distance. Yoda can be relied upon to eliminate at least two of your opponents every game. Move him into the fray quickly, and strike an opponent, and if he should die on his next turn, another enemy SHOULD fall!

Tip for attacking with Yoda:
Yoda is a Striker, so he will need to be up close to knock over his opponent. Fragile, small based opponents can be taken out with ease. Figures with larger base, and higher defenses like Vader, you will need to find the proper spot to take them down. Also, the trick to using Yoda's Lightsaber to wield the most power is to pull back as far as possible, and release with the saber as close (if not touching) the figure.


I have experimented with the above technique a few times. A Striking attack released an inch or two away from Vader will barely rattle the figure. But holding the pulled back saber directly next to Vader will either knock him over, or push him about fifteen Tix away. If you are playing on a table, you can try to angle your attack so you push your opponent off the table. (As a note, Yoda attacks Vader best with this technique from the back, and from Vader's right side).

When pulling back Yoda's Lightsaber, it looks very cool to keep his right hand on the handle. However, if you let his right hand fall to his side, you can get more power from the swing. Trying to keep both hands on the saber may cause his backswing to rise, or even worse, throw it off target on the release. He may look a little goofy, with a blazing Lightsaber touching his side, but your attacks will be stronger.


Tips for attacking Yoda:
Yoda is tough to bring down from five or more Tix away. Shooters will have the best luck if they aim for Yoda's "Strike Zone" from the front, and upper back when attacking from the rear. Baseball fans will know that hitting a small figure like Yoda below the neck and above the waist will be tough.


FACT: St. Louis Browns owner Bill Veeck shocked the baseball
world when he signed midget Eddie Gaedel and sent him to the plate in the first
inning of the nightcap of a doubleheader against Detroit. Gaedel, wearing
uniform No. 1/8, walked on four pitches, trotted to first and left for a pinch
runner.

Being small has its advantages. And this is true for Yoda. Strikers must take his size into account and make sure they adjust their arm level to knock him over. Rookie Strikers fighting Yoda could easily swing over his head, or just clip him, but not knocking him over.

Once you get a Shooter close to Yoda, no longer aim for his chest. Most Shooters will have a higher point of attack, and from this close it will only push Yoda down and back. Since he can't go through the table, the force will be wasted. Aim for his neck and up, touch his face is you have to, you won't miss. This same rule applies to close range from the back, as well.

Alternative Strategies
Keep in mind, three out of four times Yoda will eliminate the player that kills him. Avoid using your best figure to kill Yoda first, unless you feel lucky. Bring a group of troops that can move in close, getting picked off along the way.


Thinking along the same lines, take a chance, and have Yoda lead your team into battle. An aggressive opponent will also lead with their best figures. If you can't eliminate their figures with a decisive blow from Yoda, maybe he will take him out on the way down.

Attacktix Wishlist - Figures I Hope to See Soon!

There is an ongoing discussion about what fans of Attacktix hope to see in the next few series. You can check out the discussion forum here. The following are some of my favorites, I can't take credit for all of them, but check out the forum to see them all!

1. Rancor. This deluxe figure will be a striker. It will have a giant clawed hand to strike down any opponents. He will have a hinged waist that allows his upper body and head to tilt down. His mouth with have a grasping feature, similar to the Emperor, and ONCE per game he can decide to bite one of his opponents. The figure will stay in his mouth for the remainder of the game. The figure will be hanging out of his mouth, disturbing his balance, but it will be worth it! Slow moving figure, with high defense.

2. Sarlacc's Great Pit of Carkoon. This will be an adventure/battle case. It will feature a raised platform, with a large hole in the middle. A valuable object, or figure, will be placed on a bridge over the pit. Teams will try to gain control of the object, risking peril by moving dangerously close to the edge of the pit. Maybe a lashing tongue attack, as well.

3. Chewbacca with C3PO. This will be a shooting figure. Chewbacca can gain a larger defense with a paranoid droid strapped to his back. With a heavy bowcaster, and partially assembled C3PO on his back, Chewie will move slower, but will have a powerful weapon and a great defense.

4. C3PO. This will be a probability figure. Allowing some of the game dynamics to change, like the R2, C3PO can be put into play to passively annoy the other team.

5. Ewoks. Strikers and shooters. Let's see some Ewoks with rock slingshots and striking sticks. With Special Abilities to pull other Ewoks into to the game, these little critters will be tough to wipe out.

6. Luke and Han in Stormtrooper Disguise. These will be shooting figures. Luke and Han, unmasked, in Stormtrooper armor. They will have a WILDCARD class, so that they can be used with ANY Star Wars Class. Bring any "Imperialist" into play from your back ups, or Attackback for one of your "Republic". It works with all Classes because they are in disguise, remember?

7. Jabba the Hutt. This deluxe figure will be a striker. I can only see him as a variation of the Boga figure. He doesn't really attack anyone with his tail, but he is too cool of a character NOT to make.

8. Lando. This figure will be a shooter. This smooth talking character will figure out a way to be in the next series.

9. Trash Compactor. This will be a battle case. This case is place in the middle of the play area. All players must cross OVER it in order to get to the other side. Everytime a player steps on the platform, a button is pressed so the Trash Compactor Monster attacks at random. Any player on the platform in vulnerable.

10. Wampa. This deluxe figure will be a striker. Yes, it is obvious by now I have a thing for Megas. If and when the Hoth figures are released, this bad boy better be available for $9.99.

Stalking Jeff Grubb - Attacktix Developer

This is an old post on Grubb Street, Jeff Grubb's Blog, that I thought was interesting. Only the first few paragraphs are included here, because you really should check out his site. If you are interested in fantasy, RPG, or strategy games, you have probably played one of Mr. Grubb's creations.

My Life in Plastic - February 8, 2005

Of course that it figures that while I was out of action nursing this cold, Hasbro would announce the action figure game I’ve been working on for the past few months. Its called Attacktix, and the initial information can be found here.

This becomes the third miniatures game that I’ve been deeply involved in the past few years. First was a good run on Heroclix from Wizkids, and my work there included Unleashed, Ultimates, and the biggie Galactus figure. That was followed by the successful Star Wars Miniatures Game from Wizards of the Coast. And now Attacktix from Hasbro.

Attacktix is a different type of figures and a different game than the previous two. While both Heroclix and Star Wars Miniatures were primarily miniatures games, aimed at a hobby market, Attacktix comes out of the toy side of the business and comes with a different set of sensibilities. As an example, one of the hobby’s sacred cows is that physical skill should not be a factor. Attacktix, on the other hand is very much about the physical, the tactile, and the kinetic. It is all about playing with the toy...

Read the whole story...

Tuesday, May 10, 2005

Attacktix Battle Case

Some online stores are already saying in stock, but no stores in the Florida Area have it. If you have seen it PLEASE add a comment below.

It is coming SOON! So here are some new teaser pictures from Hasbro!!



Display and battle your ATTACKTIX figures with the awesome ATTACKTIX Battle Case!

This cool battle case is the premier accessory for your ATTACKTIX action figure collection. Use it to display figures, transport them for on-the-go incursions into enemy territory, or to head into battle, with a launcher that really fires missiles! Stack multiple cases to form new battlefields!

Includes special rules and instructions for a “Capture the Flag” battle game, plus an exclusive Clone Sergeant figure.

Saturday, May 07, 2005

Attacktix Autopsy: Dissecting the Dial

What do you do when you have a bunch of Grievous Bodyguards, and none of them work very well? You bust 'em open and see what's inside. Welcome to the first (and maybe only) installment of Attacktix Autopsy: Dissecting the Dial.

First thing I did was grab my tools, X-Acto knife and screwdriver, and find a clean place to operate. I used the think razor blade to cut the figure from the base. The base has two pegs in it, so that every figure has the proper orientation on the base.

I cut one of the pegs off, but you can see how they are pegged in place, and held with glue. If you are planning on customizing your Attacktix, you will probably want to remove him from the base. Make sure you do not cut ALL the way through, feel for the resistance and cut AROUND it. You should be able to pull the figure up, off the base, and then re-glue him later.

Next I wanted to see what makes it "Tix" so I got my screwdriver and separated the two pieces of the base.

There were only two spots of glue, but I do not know if these are consistent on all assemblies. Even without this knowledge, prying the two pieces apart is simple, just make an insertion every inch or so and they will come apart. The bottom piece is very simple. It contains an axle, with a small pink gear head on it. The axle holds the wheel in place, and as you move your figure it spins the pink head. The head serves two purposes, it spins the Special Powers disk, and also makes the "Tix" sound.

Also worth noting, the side of the base (hidden but the upper shell) has the number "13" printed on it. It looks like the same font as the Speed value. I do not believe this to be the part number, because there is also a "B2" molded on the inside of the base. I guess the "13" was an old game element, but we may never know.

The upper shell of the base, holds the Special Power disc and a small rubber washer. It looks like a black rubber band, but it is NOT meant to be complete. All the washers I have seen are "C" shaped. If the washer should fall out of your Attacktix you should not experience any loss in gameplay. The washer is in place to guide the disc, as the axle spins it, and also to hold it in proper position to be seen in the base's window. A missing washer will most likely make your disc a little looser, but still fully functional.

That's really all there is to it! It's amazingly simple, just like the game. Simple but genius! As far as what makes the Striker's Strike, that is for another day. I can give you this tip: you can NOT get inside the figure and fix a weak Strike. It took me an X-Acto and a wire cutter to get in, and it left me with about thirty pieces of a Bodyguard and a TINY answer.

Two tiny, plastic cylinders are joined together by a pin. The pin has a spring wrapped around it, with a little arm that sticks out of the center, where the two cylinders meet. The cylinders are then MOLDED directly into the figure, they are NOT pulled out with ease. I had to cut and scrape to get down to the hidden parts. Keeping this in mind, there are NO rubber bands involved in the Striking mechanism, so a "backwards" figure, CAN be spun around to face the proper direction. However, if he still functions after you have spun him, that's another story for another day.

More pictures of this part of the Dissection will follow!