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Warblade should be at 0. He took one last turn and although he didn't have poison, you still could've koed Ant-Man, outwitting his ss instead of cr. Point is: Warblade should be fully healed.
Sadly, Dr. Light had a barrier that I didn't place, would've protected her. I would correct that but with our point gap, I'll leave it.
Fate on Chronos. Needs 5, rolls 9. 6 for Tarot. Done.
Light pushes to J14 to block.
Hawks side to G6, outwit WB's invulnerable.
Dum Dum pushes to ee on WB. Needs 8, rolls 9. Nice. 2 to him, Red Star is saved by hindering. Dr. Light is also koed.
Vandal Savage replaces Light. CCE on WB. SC is 2. Needs 7, rolls 8. KOs him.
I still have two replacements. Selene and JW Green Lantern will do. Not the best Alan but he's ok. She will tk him to I6.
He will then barrier over Warblade.
DD sides to H4.
WK Dr. Fate (Wrath) @@ F5
BATS Hawkman & Hawkgirl (6) H4
Catapult Turtle H2
JW Green Lantern @ I6
JLTW048R Vandal Savage @ J14
SFOSM Devil Dinosaur G2 (Used: Crabs, MODOKS)
Rockabilly MODOK 1 E3
AVM Dum Dum Dugan @@ (1) O14
CM080 Selene @ I2
That was a total psych out. Hey, Warblade's at 0 damage, but don't worry I'm just going ot KO him anyway. Chronos I planned on losing. Warblade, not yet, but that's how the game goes sometimes.
Tarot rolls a 7. Same, Defend and PC.
Hm, Red Star's back on HSS. That's useful. He'll use the Arms for +1AV and +1 Damage. Breakaway from Savage? Gets 1. Okay, just stays here he is and tries punchng him, AV11 on DV17. Gets the 6. Glad I didn't do both Perplexes into Damage. 2 to Vandal.
Rose Perplexes Harvest's Damage to 5
Harvest RS to J20 on Dugan, AV11 on DV16 +1. Rolls 9. 4 after Toughness will be a KO.
I'll take a couple Shadow Demons. One Phases to O14 to block Dugan
One takes the teleporter to L14
I'll take Photon as my other replacement, the AI Chase. Leash TKs her to G16
She'll take a shot at the Hawks, AV12 on DV18. Gets an 11, so first that's a hit, SS is 2, so they take 3.
Second, the 5 in the 11 triggers her Trait. Every figure on my side gets +1 to their DV for every 2 keywords they have. So that's +1 to all but Tarot and the Shadow Demons.
Speaking of Tarot, she'll push to run back to a more defensible I21
It's kind of vague when Vandal's healing trait kicks in.
Quote
After clearing tokens at the end of your turn, if Vandal Savage has two action tokens, heal him of 1 damage.
I read it as after you're done with the clearing tokens stage, if Vandal has two tokens, then he can heal. I think you healed him 1 at the end of your last turn, which would be right. (At least I think you did. You had him with 1 Damage after I hit him for 2)
I don't think he gets it this turn, as he no longer has the two tokens after the clearing stage, which is when the power kicks in.
Given his position and the fact that he's likely to be a target, though, I want to make sure we're in agreement, as it could really matter, potentially.
I did heal him last turn, which I thought I didn't.
The having two tokens thing is tricky, though, as we will often count that as valid during the turn the figure gets the second token and the clearing turn. (Darn it that I can't think of the examples, but you showed me first).
I'm sure this sounds like gibberish and one click won't make much of a difference. I'll let you make the call.
The difference between Vandal and the other examples you're talking about is that Vandal's timing is very specific. Other figures just have a "When this character has 2 tokens, X happens", so that could be any point in the turn. Did I just give him an action that gave him a second token? Yes. He has 2 tokens, do the thing. Does he still have two tokens on him from when I pushed him last turn? Yes. Do the thing. With Vandal you only check "At the end of your turn after clearing tokens" which gives you a lot less wiggle room, sadly. I say sadly because I like the character and I think it's a pretty weak sauce version of the free healing thing, especially when you're paying so much for a six-click dial. You know what, I'm going to vote we house rule him to work your way. I don't know if I'll remember next time but I think he does get a bum rap with his healing.
And as you say, it may not matter in the long run anyway. He will be a big target for me.
Rolling for Tarot: 11 The Devil. Tarot deals penetrating damage. Once, at the beginning of your turn, deal 1 damage to each opposing character within 3 squares.
Too bad she's too far away from anyone to use it.
Rose Perplexes Harvest's AV to 12. Rescue makes it 13
Leash TKs Harvest to N19
Harvest Outwits the Invulnerable on Savage and attacks him and Selene. AV13 on DV18 and 13, both getting Hindering bonuses. Gets 7. I'll do all 4 to Savage for the KO, and all that back and forth on his healing is for naught.
Shadow Demon to J12 for the block.
Rose RS to H18 on Selene, AV11 on DV13. Gets 8. A second KO.
Red Star uses his Perplexes to make his movement 11. HSS out to J7 on GL, AV9 on DV17. Gets 7. Oh well, that was going to be gravy anyway. Mainly, he's moving for the block. Breakaway 2. Ends in G12 blocking Selene, then teleports to M16
TT Red Star (Dr. Octopus Arms) @ M16 (3)
IIM02 Rescue K23
TT Harvest (Fortitude/Harvest Staff) @ N19
TT209 Leash @ G23
TT30 Rose Wilson @@ H18
GSX Tarot I21 (1)(Penetrating Damage)
CR Shadow Demon (Umbra) @ J12
AI49 Photon G16
One ID Card
4262
"They say you can't be killed," Harvest told Savage. "I say you just haven't run afoul of someone with my level of power!" He blasted Savage into a heap on the ground.
"Seems like we're putting paid to the reputations of all these so-called immortals," Rose said, taking out Selene next.
Then they hss to J11 attacking him. Needs 6, rolls 9. SS is 1. 3 to him. Break? 4. They end in I3.
First replacement is WK Flash. DD tks him to H10. He'll hss to J11 attacking him. Needs 5, rolls 6. SS is 5. He has flurry: 5. Fate makes it 9. SS is 2. KOs him. Flash ends in G3.
Two-Gun Kid comes in. Ports to G12, H13.
GL barriers over Shadow Demon. Tries his luck with Photon. Needs 9, rolls 5. Rose then. Needs 8, rolls 9. Dings her for 1.