Team List – Three Amigos (Bronze Age) – Van Van Tassel

by Van Van Tassel

Hello Apex Insiders! My name is Van Van Tassel and I am currently based in Phoenix, AZ. I have been playing heroclix since the Secret Invasion set was released back in 2008 and was a main driving force in the heroclix competitive scene in South West Louisiana (where I am originally from) for years. The first heroclix I purchased was the Fantastic Four starter and the game had me hooked ever since. I have won 3 WKO’s in Arizona and have made Top 2 twice for Majestix events and a handful of top cuts but have never went all the way (yet!). 

During a recent $1k Trial I decided to try out a different sort of team that you may have been seeing in events like pauper or modern, but the Bronze Age gives access to tools that make this team way better and I want to share the team with you today. It got me 4th overall but it came down to a few rolls and a learning curve ruling I will review in a bit.
 
Let’s review the team:
 
(Click to Buy!)
 
White Lantern Wrestlers
(WWE Theme +3)
10 Mjolnir
13 ID Cards:
Troubalerts: Flash
Maps: Amok Time, Underground Caverns
 
I built the team using the Mjolnir/Finn Combo I had seen Tony win with last year. I have really been enjoying the WWE set and loved the combo and wanted to test it out. I also really enjoy the control you get with Eddie’s Probability Control, allowing you to either re-roll both dice normally or picking just one to re-roll. This helped so much during the event (I was having a hard time picking a 3rd piece and just decided to go with a 2nd Eddie). The big thing about this team is survivability. Eddie with a White Lantern construct attached to him means you have to hit him 4 times in a row to KO him, which can be difficult to do when you have to get through his super Probability Control as well as the WWE TA.
 
 
The WWE TA allows you to not be targeted by a range attack or Outwit and has Protected: Pulse Wave as long as you are on a Blue Click and or the First Click of the dial. For Bronze Age in particular, this is very, very useful! As you will see in my matches, being able to avoid Pulse Wave most of the time allows my brawlers to do what they do best: Force the game up close and personal. Utilizing an Ion War Of Light entity on one of the Eddie’s gave me access to Impervious, Outwit, TK (when needed), Phasing, and +1’s to Defense or Move. The fact that Ion allows you to choose two powers was really clutch in some of my games, pair that with the Decoy and it is unlikely the opponent will want to even try to put attacks in on this Eddie. Loading up the other Eddie with the Remaker Ring, gives him Shape change as well, while using the net to move close and trap opposing characters and force a breakaway or to try and deal with Eddie. Both Eddie’s also have access to the Three Amigos special, which allows them to do a triple Flurry if they have one action token. Finn was there for the heavy lifting vs OMA’s and things I needed to try and swarm to kill while ignoring defense and allowing Eddie to get off a triple Flurry through defense. 
 
I chose the Cyclops ID to help get through blocking for the most part. Since Barrier and the Wall can be blockers for me, and since the team does not have Leadership, he is self-sufficient in giving the team 4 actions when called in. The Shield Level 7 ID is there for Hawkeye against swarm teams and Nick Fury is a back up if I face an OMA with 
Probability Control. The Magneto call-in is probably the most useful ID on the team. Providing a Leadership, potential TK to set up an Eddie as well as the ability to make two attacks if needed. Picking Amok time if I won map was useful for Finn to see outdoors. That is the just of the team, now let’s move into the rounds!
 
Round 1: Pink Panther
 
I faced a Black Panther team(ended up 2nd) playing the Predator entity and the Blue Battery. This is a weak match up for the team because I do not have access to Battle Fury and I would have to get through all the roll outs to do anything. I would need to play aggressive to try and win before he got a piece of mine or KO’d one of my pieces. I won map and the first turn I spent time to Grand Entrance in my pieces and equip the Mjolnir to Finn, Remaker to non-Ion Eddie, and use the Power Battery to put the Sniper on Finn. He moved up Panther he put the blue Wall on Panther and got into a corner and Barrier’d up. I decided to be aggressive and call in Cyclops to break the barrier with Finn and I immediately used the Eddie with Ion to TK my other Eddie to Panther and used the Three Amigos trait to try and start dealing damage. He missed the first Shape Change, re-rolled with the blue Battery and hit it the second time. His next turn he attacks Eddie, Rolls a six and one and I re-roll the six into a two and he missed.
 
Next turn I pushed the Power Battery and put the Net on the Eddie adjacent to Panther started placing the Net on him to force a breakaway. Eddie also has the Reversal ability which gives -2 to opposing characters on breakaway. This helped me force the hand of the player to either try and attack or try to break away Hypersonic with the potential to fail. I clear the rest of my pieces and he has to clear. I end up basing my two Eddie’s adjacent to him and we go back and forth exchanging attacks. My three to his one per turn but at the end he rolled a lot of roll outs and could not hit me as well. I end up getting him into the first stop click when time is called and I lose as I called in Cyclops. 
 
Round 2: M. Death/Tri Sent/Ego Prime
 
I played a Mystical theme team next using Mistress Death, Tri-Sentinal and Ego Prime, the key details on this one is a little hazy, but essentially I was able to kill M. Death once and the Tri-Sentinle. Ego prime is very annoying making all the ego Anti-Bodies. But this player had also rolled a six and one vs and Eddie and I re-rolled the one into a 1 and that resulted in a critical miss. I ended up taking the victory in this game.
 
Round 3: Mojo
 
I ended up playing a Mojo team in this match and I had been prepared for it. The WWE team ability limited the opening options. I won map and placed us on Amok Time. I went first, Grand Entranced everyone, equipped Mjolnir to Finn, Remaker to non Ion Eddie, and power action’d the Power Battery to equip Finn with the Sniper. I debated several times calling out Cyclops and destroying the Bat Signal first turn. But I knew I would have Hawkeye to call in the following turn with the Eddie Probs and a Theme Team Prob on Finn if needed. So I decided to wait. The Mojo player did what the team does and he ported over Mojo and called in Batman. Choose CCE, Burned a Ring and Hit Finn for 6. Called Mojo back and next turn I called in Hawkeye and had already set up the Eddies and Finn to be in Prob distance. I then proceeded to kill Power Girl, the Bat Signal, all the Tribbles, Leslie Thompkins and got the Penguin on his last click from a Knockback. At this point I was feeling good but Mojo can still be deadly being 175 points calling in some heavy hitters. He tried to set up some single target Pulse Waves, but because we were outdoors his Pulse Wave Storm always had 5-Range halved and since Mojo is Giant would be in the radius (to try and hit Finn). 
 
Eventually attacks were made and missed and time was called. A few more turns and the other player would have taken out Finn. But I walked away with the victory and being 2-1 with good points from my second match got me into the top 4. 
 
Top 4:  Juggernaut
 
I played the winning team in the Finals. It was Matt Esbrook’s (Juggernaut Brotherhood) with Magneto Construct ID and Indigo battery. I won map and put us on Amok Time. First turn was normal, Grand Entrance, Equip Mjolnir to Finn, Sniper to Finn, and Remaker to an Eddie. He assigned the Wall and passed. This is where I ended up messing up and making an error. Back when I played in the War of Light events, it was ruled that the Indigo Battery’s effect did not work if the opposing player had one friendly character within four of the friendly corps member. With this in my mind as the ruling, I decided to run Eddie up within four of the Juggernaut and then proceeded to try and do a Charge with Finn and Sniper. Judge was called and I was told the correct ruling that only the characters within four of a friendly corps member can use range attacks on the Corps members. I was pretty bummed at this point as I extended my team across the map to make this happen and now I was stuck here. 
 
But I did not give up. So I decided just move Finn since I could not declare a charge with the Mjolnir/Sniper on the Juggernaut. The Juggernaut ran up and popped Finn for six. I was able at this point to use the Mjolnir +1 Attack, Finn’s own Perplex and Finn’s Special to get a 12-Attack and the plan was to try and hit Juggernaut for 3, Ignore Defenses for the rest of the turn. I had an Eddie based as well with one token for Flurry and I would call in Magneto, use the Colossal Retail, and normal attack to one shot the Juggernaut. Just needed to hit that 12 on an 18. I had an Eddie in range, I roll a five and decided to keep the three and re-roll the two (should have re-rolled both but gambled). Then I hit another two and that was all she wrote. I missed. Tried to hit with Eddie and missed.
 
Next turn he KO’s Finn for the first time. I try to run Finn away and heal but the Juggernaut caught up. Next turn time was called to finish the round and the Juggernaut finished off Finn. It was a good game. Had I not made the mistake at the beginning things might have gone differently but it is hard to say. The Juggernaut team is really strong. 
 
Final Thoughts: The team did really well and I think I had the chance to take it all. I will be trying some tweaks to the team for other matches. Pulse Wave is probably needed and maybe a source for Battle Fury. This was the most fun at an competitive event I had in awhile and I really enjoy playing in the Bronze Age.