• WizKids Wednesday: TMNT Heroes In A Half Shell Characters

    Ninja, Ninja... Rap! Ninja, Ninja.... Rap! Now that I've got that out of my system, it's time for part two of my look at TMNT: Heroes In A Half Shell. Last week I went over all the basic actions, and this time I quickly cover some of my favorite character cards from the set as I build two teams to square off with one another in this really well done self-contained set.


    I feel like the Turtles team specifically has a lot of potential with a bit of tweaking. I've done a fair amount of playtesting here in the house, taking on both Prime and Unlimited teams and though my win percentage isn't great and it feels a tad too slow for Unlimited play, in Prime matches the games have generally felt close and competitive,

    Thanks again to WizKids for sending this to me to preview and for putting out a great set!

    Next week I'll be back with a look at the Iron Man and War Machine starter! In the meantime, what tweaks would you make to these teams? What ingredient is the Turtles team missing to make it truly fierce? A source of removal? Something to make them faster? Feel free to comment below!

    Comments 3 Comments
    1. Axyz's Avatar
      Axyz -
      Here is my planned Turtle Team:

      April: No Mere Damsel - Cheap Turtle Power. . . Enough said.

      Raphael: Second Son - Like you said in the video, this version of Raph is awesome because he protects your Turtles from opposing actions and abilities, which includes your Unstable Canister.

      Leonardo: Leo (TMNT) - This Leo Protects your more important Turtles and allows for you to gain life in the late game. His ability says "when" and not may, so this ability may be mandatory. Also, he has Turtle Power as well.

      Michelangelo: Booyakasha! or Mikey (TMNT) - Michelangelo is an odd one for this team. Par-taaaay is a really great ability for an aggressive playstyle, but at the cost of 6 and with only 2 Turtle Power he is still sitting at 4 at best. You really need more Turtle Power. I wish all of the Turtles were Turtle Power + another useful ability like Leo, but they can't all be perfect. This choice is dependent on what energy type or stats you want on your team.

      Donatello: Technologic - Alternate Win Condition. Being able to deal 4 damage each time you attack is pretty brutal, especially if you can get more than 1 Donnie out and attacking each turn. This can become brutal very fast.

      Metalhead: Dissociative Identity - Win Condition. . . Enough Said

      Renet Tilley: 79th Dimension of Null Time - This is the sleeper hit. She can turn all of your action dice to either energy, Burst, or Double Burst should you roll the action dice on their action face. So you can definitely set up awesome combos with her and your (and also your opponent's) BACs.

      R Rip Hunter's Chalkboard - Used only for the Global and with all of these shield characters, we should be getting more use out of it than our opponent.

      BAC - Momentum - Great 1 cost action that can be turned to the Double Burst side 50% of the time. Also, can be turned to energy if Prep is low and you need more energy instead.

      BAC - Unstable Canister - May drop if I see April dying too quickly, but this is still a good BAC for this team especially with Renet being able to turn the action die to the Double Burst side 50% of the time.

      Honorable Mention: R Cold Gun - If RHCB doesn't work out that well, then I would replace it with R Cold Gun. This would allow you to guarantee that you roll Burst or Double Burst when you roll action while Renet is active. This can be a game changer.
    1. Flexei's Avatar
      Flexei -
      Quote Originally Posted by Axyz View Post
      Here is my planned Turtle Team:

      April: No Mere Damsel - Cheap Turtle Power. . . Enough said.

      Raphael: Second Son - Like you said in the video, this version of Raph is awesome because he protects your Turtles from opposing actions and abilities, which includes your Unstable Canister.

      Leonardo: Leo (TMNT) - This Leo Protects your more important Turtles and allows for you to gain life in the late game. His ability says "when" and not may, so this ability may be mandatory. Also, he has Turtle Power as well.

      Michelangelo: Booyakasha! or Mikey (TMNT) - Michelangelo is an odd one for this team. Par-taaaay is a really great ability for an aggressive playstyle, but at the cost of 6 and with only 2 Turtle Power he is still sitting at 4 at best. You really need more Turtle Power. I wish all of the Turtles were Turtle Power + another useful ability like Leo, but they can't all be perfect. This choice is dependent on what energy type or stats you want on your team.

      Donatello: Technologic - Alternate Win Condition. Being able to deal 4 damage each time you attack is pretty brutal, especially if you can get more than 1 Donnie out and attacking each turn. This can become brutal very fast.

      Metalhead: Dissociative Identity - Win Condition. . . Enough Said

      Renet Tilley: 79th Dimension of Null Time - This is the sleeper hit. She can turn all of your action dice to either energy, Burst, or Double Burst should you roll the action dice on their action face. So you can definitely set up awesome combos with her and your (and also your opponent's) BACs.

      R Rip Hunter's Chalkboard - Used only for the Global and with all of these shield characters, we should be getting more use out of it than our opponent.

      BAC - Momentum - Great 1 cost action that can be turned to the Double Burst side 50% of the time. Also, can be turned to energy if Prep is low and you need more energy instead.

      BAC - Unstable Canister - May drop if I see April dying too quickly, but this is still a good BAC for this team especially with Renet being able to turn the action die to the Double Burst side 50% of the time.

      Honorable Mention: R Cold Gun - If RHCB doesn't work out that well, then I would replace it with R Cold Gun. This would allow you to guarantee that you roll Burst or Double Burst when you roll action while Renet is active. This can be a game changer.
      This also sounds like a really good setup.

      I also agree Donatello Technologic is great and could totally be an alternate win con and wasn't favored pretty much exclusively due to energy.

      The Renet Tilley with Momentum is really good. I actually had an aside in the video originally going over how useful the combo is but ended up cutting it for time. I'm sure people will figure that one out. In general I see her getting a lot of play. The Impeccable Timing one I liked the idea of, and her being almost like a build in Transfer Power BA, but found that I was frequently paying 2 energy to roll 1 die that ~might~ come up what I want, and then would need more energy potentially to field it if it was a character. It's a useful ability, but just never quite worked out ideally.
    1. Axyz's Avatar
      Axyz -
      Those Renet's seem to be good. It's just a shame the Apprentice one doesn't let you reroll more than just 1 die. Impeccable Timing would work well if you fielded her and had Not Polymorph rolled as an action. You field her swap a die that you can't possibly afford like Hulk level 3 or PF Magneto, etc. Send them to the Used Pile to reroll anything else. Then "Not Polymorph" Renet out so you can bring the bigger character in at level 1. Too bad, it's just as you say and the stars have to align for this situation to work out in your favor. However, once I get my set I'm going to try everything out.