Captain America

Captain America
The ultimate in tactical flexibility. This Soldier lets you activate any 2 figures in your army, he can hit hard in melee or target multiple figures at a distance and boasts multiple defensive abilities.

Abilities
Counter Strike (Symbol) - When rolling defense dice against an attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.

Champion (Symbol) - At the start of the game, choose whether Captain America’s Champion bonus applies to Soldiers, Agents or Adventurers. Figures with the chosen Class roll 1 additional attack die and defense die while Captain America is on the battlefield.

'''Avengers Assemble! -''' Instead of taking a normal turn with Captain America, you may take a turn with any 2 heroes you control, including Captain America.

Shield Throw (Untyped, Range 5, Attack 4) - After attacking with Shield Throw, you may choose up to 2 additional figures or Destructible Objects to attack with Shield Throw. Each targeted figure must be within 3 clear-sight spaces of the previously targeted figure or object. In place of 1 or more attacks, you may treat a single hex occupied by a ruin or castle wall as a targeted figure, then choose a targeted figure within 3 clear-sight spaces of that hex.

On The Defensive - When rolling defense dice for Captain America, you may add 1 automatic shield. You may not use On The Defensive and Counter Strike in the same turn.

Strategy
Playing Captain America is all about decisions -- what kind of team to build around him, when to take advantage of his auto-shield vs. using Counter Strike, when to mix it up in melee vs. range.
 * Adventurer often is the safest choice for Cap's Champion bonus -- there are a ton of them, and the bonus makes cheaper figures more effective, which is important when you've already sunk 260 points into Cap. If you're using Soldiers or Agents, you might be better off stressing quantity over quality, throwing waves of Champion-boosted squads at your enemies.
 * Use Counter Strike strategically. Cap is too valuable to get taken out early, so rely on his auto-shield from On The Defensive unless you're pretty sure Cap can out-roll his attacker. That said, if a low-Attack hero is within striking distance, Counter Strike is a great way to land easy wounds or force that hero to abandon their position.
 * With 6's in Attack, Defense and Move (not to mention Counter Strike), it's tempting to charge right into the fray with Cap. But again, pick your fights carefully. If you're uncertain Cap can survive a particular matchup, keep him in reserve or wear down opponents with Shield Throw from a safe distance while your other heavy hitters (or your squads) do the bulk of your fighting. Once the big threats are off the board, you can quickly move Cap out onto the field for cleanup duty.