The latest Heroclix output from Wizkids is the wonderful "Justice League 52" set.
The figures are dynamic looking.
The traditional super-uppercut. Think about; it's amazing how often Superman does that.
The dials are excellent.
Once day, they'll just make a dial that says, "Batman can do whatever you need him to. And then he can sic trained bats on an opponent, as a free action."
The special powers are very evocative of the characters.
Keep 'em flying, Hawkman. Woof!
Heck, even they even managed to make a low-point Hal Jordan who's accurate, effective, but still an idiot:
In case you're wondering, figures who can take advantage of Hal's weakness toward yellow include Star Sapphire, Blue Beetle, Firestorm, Guy Gardner, the Composite Superman, Kyle Rayner, Mera, Saint Walker, the Martian Manhunter, Indigo-1, Brainiac, Larfleeze, Gypsy, Scar, Dr. Mid-nite, John Stewart, Sgt Rock. Ganthet, Wonder Woman, Sinestro, Shazam, Amon Sur, The Penguin, Lyssa Drak, the Phantom Stranger, Power Ring, Jakeem Thunder, Yellow Lantern, Ch'p, Ambush Bug, Bruce Wayne, Zatanna, Alfred Pennyworth, Superman, Commissioner Gordon, Rachael freakin' Dawes, and Stan Lee. This is now the only Hal Jordan figure I will play.
And in an even greater surprise, the new MAPS are good! One is Paradise Island with the ocean running along its outside (Mera loves this) and the other is a very innovative Gotham Rooftop map (where I currently have Detective John Blake trying to help the Justice League defeat the Manhunter Grandmaster and his robotic minions).
To celebrate all the glories of the new Justice League Heroclix set, I have made a game map of the one JL-related location I have never dared to before:
THE SUPER-FRIENDS' HALL OF JUSTICE
The Hall of Justice is a pretty simple space. I mean other than the highly recognizable pill-box table and "the Troubalert" video screen, the Super-Friends didn't really have lots of furniture and knickknacks. It's not "The Living Room of Justice"; it's a HALL, people.
The outside of the building is, of course, ridiculously iconic, and I did my best to represent it, given the awkwardness of an aerial view. Tactically, there's a little hindering terrain for Batman to hide in, some water terrain for Aquaman to splash in, and lots of open area for Wonder Woman and Superman to charge around in. But strategically it's all about the small entryway in the Hall of Justice's impregnable front wall.
Ordinarily, walls and blocking terrain can be destroyed by anyone who can do 3 clicks of damage. But I have given the Hall of Justice a trait that makes its hide nearly impenetrable. It has the Heroclix Impervious power, reserved for super-tough characters like Superman. Any damage done to it is reduced by two clicks, and when attacked it gets a "it tickles" roll; if it rolls 5 or 6 it takes no damage at all. Plus, it has the Mystic ability, meaning that anyone who does manage to destroy one of its many squares takes an unavoidable and irreducible click of backlash damage. In short, it ain't supposed to be easy to break into the Hall of Justice and it's probably more trouble than it's worth. This will make control of that iconic entryway all the more important.
Many of the maps I design I never actually get printed for myself. But this one is too much fun to pass up, and I'm sure to get one so I can pit the Justice League against the Legion of Doom. Or just to watch the Penguin slap Hal Jordan around like his bitch.