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Kingpin’s Lieutenants:
E Black Manta* (6/6) M12 @
E Blockbuster (6/9) N14 @
E Mad Hatter (5/5) H15
R Dreadnought "Alpha" (4/5) N12 @
R Dreadnought "Beta" (5/5) J12
R Dreadnought "Gamma" (5/5) J15
* with Stunning Blow - 10
HOs: O15, HO in Major Force's Hands
LOs: M11, K16, N12
Quote
In the game of chess you can never let your opponent see your pieces
Gah speaking of mistakes... Force had his charge back when Blockbuster lost his outwit. I coulda put Blockbuster down all the way down to (4/9) by charging to N15 and hitting him with the HO.
Quote
In the game of chess you can never let your opponent see your pieces
Realizing the precarious situation, into which he had placed himself, the mountainous Blockbuster with the intellect of an evil genius decided to opt for a reorientation in the conflict. With speed that belied his huge frame, Blockbuster grabbed a motorcycle that Soloman Grundy had just dropped and dodged the rain of bullets from Deadshot to take up a new position next to Poison Ivy. Behind him, the killer robots continued their threatening advance.
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Blockbuster pushes and attempts to break away from SGrundy > roll: 3. re-roll: 5 (phew!...). Blockbuster grabs the HO in O15 and moves to P12. Blockbuster takes 1 pushing damage (and he loses PC -- oh no!!).
Dreadnought Beta moves to N13.
Dreadnought Gamma moves to P13.
----------------------------
Kingpin’s Lieutenants:
E Black Manta* (6/6) M12
E Blockbuster (5/9) P12 @@
E Mad Hatter (5/5) H15
R Dreadnought "Alpha" (4/5) N12
R Dreadnought "Beta" (5/5) N13 @
R Dreadnought "Gamma" (5/5) P13 @
* with Stunning Blow - 10
HOs: O15, HO in Major Force's Hands
LOs: M11, K16, N12
[wow, this was a tough turn to decide what to do...]
I think this works since flyers ignore villains for movement... hm.
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"What can you do anyway Wizzer?"
"That's wizard and I can control lightning! Use the winds to carry me, Call down fierce ra.."
"Yeah yeah yeah, why don't you go blow some wind up your skirt and get me over to Manta... I've got a special bullet just for him."
Poison Ivy flicked a seed at the Robot menacing her and it's innergears suddenly sprouted with plants tearing them up.
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1) Wizard to L10 (Flying over the villains heads is ok right), Deadshot to M9
2) Grundy to O14
3) Poison Ivy on Gamma 8 on 15 for the Incap 6+6 critical hit!, I believe Incap does allow critical damage to be given... but the point is moot since he has toughness... Still he gets a second token and 1 damage.
Kingpin’s Lieutenants:
E Black Manta* (6/6) M12
E Blockbuster (5/9) P12 @@
E Mad Hatter (5/5) H15
R Dreadnought "Alpha" (4/5) N12
R Dreadnought "Beta" (5/5) N13 @
R Dreadnought "Gamma" (4/5) P13 @@
* with Stunning Blow - 10
HOs: O15, HO in Major Force's Hands
LOs: M11, K16, N12
Now I really wished I would of been thinking and would of charged with force. Oh well. The Wizard move was more for story purposes then strategy. I figure despite the risk of letting Blockbuster rampage Floyd would be gunnin for Manta even if it means takin a bit of risk, i mean risk is deadshot's name.
Quote
In the game of chess you can never let your opponent see your pieces
holy ####... I think turtle just took down all those turrets on turn 4 which would put Manta and Blockbuster in a precarious position... since I guess the robots would all go down starting on turn 5?
Quote
In the game of chess you can never let your opponent see your pieces
"Wha...?!" Despite his usual self-control, this syllable of bewilderment could be heard emanating from Black Manta's great helm. His surprise was occasioned by the sudden deactivatioon of the attack robots that had been running interference so well for him. They had inexplicably fallen into useless heaps of metal without warning. He now found himself open to attack from ahead and behind. He grasped his trident more tightly, whirled and shot a powerful blast at Deadshot. Just as Deadshot alighted, he painfully felt the energy from Manta's trident course through him, almost paralyzing him.
-----------------------------
Black Manta, using Stunning Blow, attacks Deadshot > AV9 vs DV14 +1 (hindering) > roll: 2+4=6 HIT (egads, that was close). Deadshot takes 1 damage and gets an action token.
Mad Hatter moves to L12.
----------------------
The 'S' Squad
[3]Deadshot (3/5) M9
Cheshire (4/5) O11
Solomon Grundy (5/10) O14@
[1]Major Force (8/8) N16 w/HO
Weather Wizard (5/5) L10 @
[2]Poison Ivy(4/4) Q12 @
VS
Kingpin’s Lieutenants:
E Black Manta* (6/6) M12 @
E Blockbuster (5/9) P12
E Mad Hatter (5/5) L12 @
R Dreadnought "Alpha" **KO**
R Dreadnought "Beta" **KO**
R Dreadnought "Gamma" **KO**
* with Stunning Blow - 10
HOs: O15, HO in Major Force's Hands
LOs: M11, K16, N12
[Since TMNT managed to destroy the turrets in turn 4 of their game (darn him! :-)), i presume that the robots are deactivated as of the beginning of turn 5 here in our game. I also presume the figures are simply removed from the field of play, as if they had been KOd? I should have pushed the robots more or something... You should have this one easily now.]
Ah, i screwed up the placement there too... had my grid messed up... meant to have Wizard base him... but oh well, Robots are down so what more could i ask for. I believe they are just KOED since shear made a point of talking about KO points.
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Gah, freaking Blackhelmed jerk..., that's ok... he's going down... and it's going to be slow.
5b
1) Major Force charges to 013 attacks Blockbuster, 10 on 14, roll 3+6 for 5 damage thanks to the HO, 4 after toughness, 4IAP to Force,
2) Poison Ivy pushes to Incap Blockbuster 8 on 12, 3+1 yikes, A token to Blockbuster, a click for Ivy, 1 IAP for Ivy
3) Deadshot pushes and attacks Manta, 8 on 16, (last roll makes me not want to try this.) 6+6 for a critical hit! Wow 2 in one game, well only one that matters 4 to him and KB to... actually would him being in hindering stop KB? Or would his KB stop in M15, or... I forget what hindering does to KB I hardly ever roll it. 4 IAP to Deadshot
Kingpin’s Lieutenants:
E Black Manta* (2/6) M12? @
E Blockbuster (1/9) P12@
E Mad Hatter (5/5) L12 @
R Dreadnought "Alpha" **KO**
R Dreadnought "Beta" **KO** (Without SS Damage no TAP)
R Dreadnought "Gamma" **KO**
* with Stunning Blow - 10
HOs: O15,
LOs: M11, K16, N12
Whew glad that "if they push to death you get the TXP anyway" rule was instated.
Quote
In the game of chess you can never let your opponent see your pieces
A quick shot and... BAM, Black Manta went flying back as the shell hit him. Well I guess it wasn't going to be that slow...
"oops... forgot to switch from my Anti-blockbuster bullets." i said faking a laugh just like his stupid little laugh. I think I may actually be enjoying this just a little bit.
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Elsewhere Major Force charged blockbuster and hit him with a large piece of machinary, the big brutish man looked woozy, Poison Ivy threw a dart at blockbuster that pierced his hide.
"That big boy, is a very potent poison. It should be enough to knock you for a loop."
Quote
In the game of chess you can never let your opponent see your pieces
Oh and I forgot to reflect Deadshot taking a click of damage... the strain... and him switching to the least lethal bullets he has, to dragon Black Manta's pain.
Quote
In the game of chess you can never let your opponent see your pieces
Black Manta flew backwards from the force of Deadshot's precision shot, landing heavily on a workbench in the lab. He tried to regain his footing, but his heavy helmet proved to be a hindrance. His trident seemed to sputter.
Around the corner, Blockbuster teetered. His brilliant mind tried to register the effects of all the attacks, to which he had been subjected, and he -- his thoughts clouding over -- decided it would be best to wait for a moment and recover his wits.
The Mad Hatter couldn't see the lovely Cheshire properly, but he knew he could hardly approach her now. He and his fellows were doomed if that metal-skinned behemoth Major Force continued to hurl heavy pieces of machinery around the room. He tried to employ one of his best chapeau tricks from France -- to no avail.
----------------
Mad Hatter pushes and attacks Major Force using Mind Control > AV8 vs DV16 > roll: 1+3=4 MISS (well, that was probably my last chance...) MHatter takes 1 pushing damage.
---------------------------
Kingpin’s Lieutenants:
E Black Manta* (2/6) M16
E Blockbuster (1/9) P12
E Mad Hatter (4/5) L12 @@
R Dreadnought "Alpha" **KO**
R Dreadnought "Beta" **KO** (Without SS Damage no TAP)
R Dreadnought "Gamma" **KO**
* with Stunning Blow - 10
HOs: O15,
LOs: M11, K16, N12
[i believe i've corrected all the positions and tokens properly]
Major Force laid into Blockbuster with blow after blow enjoying every minute of the fight, and then when Blockbuster looked beaten and was falling back Major Force grabbed him and flung him to the otherside of the room where he crashed into the wall with a satisfying thud.
While Weather wizard shouted at Hatter "Prepare to face the horror's of thunder!" He gestured towards the Hatter and a loud crash was heard.... A loud crash was heard... from the ceiling.
"We're indoors." I commented to the idiot.
"Oh... yes... right.... hehe.
luckily the lightning freaked out hatter so much he seemed to slip.
*Kerclack*
Now the small tortureous bullets are in.... the ones i only use for special occasions... this'll be fun.
"Grundy hold him down!"
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6B
1) Grundy to L15
2) Major Force pushes to KO roland, 10 on 12, 1+3 for a KO (hm... still lucky rolling i'll call it.)
3) Weatherwizard on Hatter 8 on 13, 5+6, wow lots of high rolls this game. 1 to hatter
Kingpin’s Lieutenants:
E Black Manta* (2/6) M16
E Blockbuster (1/9) P12
E Mad Hatter (4/5) L12 @@
R Dreadnought "Alpha" **KO**
R Dreadnought "Beta" **KO** (Without SS Damage no TAP)
R Dreadnought "Gamma" **KO**
* with Stunning Blow - 10
HOs: O15,
LOs: M11, K16, N12
Quote
In the game of chess you can never let your opponent see your pieces
Black Manta heard a grunt and groan from around the corner that sounded maddeningly like Blockbuster. With that giant oaf down, Manta thought, he didn't stand much of a chance. Then Soloman Grundy lumbered around the corner carrying a section of tree he had torn off, and Black Manta saw his options narrowing. Even that weather wizard had managed a successful attack against the weasly Mad Hatter. 'Better to live and fight another day,' thought Manta. He turned and tried to make a dash for the security door. "Get away from me, you brainless swamp scum!" Black Manta shouted as he scrambled to his feet, and eluded the grasp of Soloman Grundy.
----------------
Black Manta attempts to break away > roll: 5. (In 'my' games, it always seems like my break away rolls fail...) Black Manta moves to L18.
--------------------------
Kingpin’s Lieutenants:
E Black Manta* (2/6) L18 @
E Blockbuster **KO**
E Mad Hatter (4/5) L12
R Dreadnought "Alpha" **KO**
R Dreadnought "Beta" **KO**
R Dreadnought "Gamma" **KO**
* with Stunning Blow - 10
HOs: O15,
LOs: M11, K16, N12
[I've again updated the Recap, but i didn't include your IAPs]
Kingpin’s Lieutenants:
E Black Manta* (2/6) L18 @
E Blockbuster **KO**
E Mad Hatter (4/5) L12
R Dreadnought "Alpha" **KO**
R Dreadnought "Beta" **KO**
R Dreadnought "Gamma" **KO**
* with Stunning Blow - 10
HOs: O15,
LOs: M11, K16, N12
Quote
In the game of chess you can never let your opponent see your pieces
Kingpin’s Lieutenants:
E Black Manta* (2/6) L18 @
E Blockbuster **KO**
E Mad Hatter (4/5) L12
R Dreadnought "Alpha" **KO**
R Dreadnought "Beta" **KO**
R Dreadnought "Gamma" **KO**
* with Stunning Blow - 10
HOs: O15,
LOs: M11, K16, N12
Quote
In the game of chess you can never let your opponent see your pieces