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Green Arrow cried out in horror as still more of the little blue creatures plodded towards him. "This is like one of those sick B-grade horror movies. Some help here guys!"
Flash noticed Plastic Man shifting form to go rescue Ollie. "Oh no you don't..." he said "I'm not going to let him be indebted to you twice. This one's mine." He raced around at clocked the Smurf closest to the still bleeding Green Arrow.
Plastic Man perplexes Flash's damage to 2. Flash runs to J4 and attacks the Smurf in K5. AV of 9 vs. DV of 13. Needs a 4. Rolls a 9 (6+3). Smurf takes 2 clicks. Flash then proceeds to K6.
Plastic Man moves to N6.
POSITIONS:
Green Arrow (5) I4
Flash (1) K6 @
Plastic Man (1) N6@
Aquaman P7
Smurf Move
Smurf in A20 attacks Deathstroke. AV of 5 vs. DV of 15. Needs a 10. Rolls an 8 (6+2).
Smurfs in B17 and C17 attempt to break away from Despero. Smurf in B17 rolls a 6 and moves to A19. Smurf in C17 rolls a 4 and moves to A18.
Christ did not come to condemn the world, but to save it.
That just seems wrong. The point is that you are moving away. The whole idea of breaking away seems from a character implies like a Zone of Control (old war gaming terminology). If you breakaway to move forward you should have to break away again.
I believe you interpreted it correctly. It just seems wrong.
Despero (big ugly impervious monster) lands in front of you and your buddies with your backs to the wall. Buddy on the right of Despero runs that way to get away. Buddy on the left of Despero runs that way to get away. Buddy in the middle either faints dead away or runs the way that opened up first.
I just think you are breaking away to get away. He's blocking you and you run backwards from him. Leap?Climb lets you run around or over him. I think this is closer to the Rugby example you are talking about (although I don't play, understand, etc. Rugby).
Evil Teams
Doom Medic’s Bad Hair Day = 61
Glorfindel’s Syndicate = 30
ALC’s Black Justice Society = 28 + 2 (Koed Smurf 21) = 30
Richard’s Nasty Boys = 17
Smurfs Left
11 in Sewers
18 on Street Level (Dang these buggers are hard to keep track of!)
Available Smurfs for team good on turn 22:
Street Level:
G48, M28, S30, T28, U27, U28, V16, CC34
Sewer Level:
C19, D19, D26, F45, M5, M12, M13, UU16, V V19, V V22
Smurfs available to team evil turn 22:
Street Level
K5, N9, U19, M39, EE23, EE24
Sewer Level
T30
Smurfs available to team good turn 23:
Street Level
A18, A19, A20, X27
Sewer Level
Alliances:
ALC Marauder and Glorfindel
ALC Marauder and Wakandaman
Doom’s Medic and Richard
Choon Hui and Firstfederal
Next Week’s Schedule
Turns:
Monday – Team Good (Turn 21) [June 14]
Tuesday – Team Good (Turn 21)
Wednesday – Team Evil (Turn 21)
Thrusday – Team Good (Turn 22)
Friday – Team Evil (Turn 22)
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon