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Black Adam has assembled a group of disgruntled young heroes, anxious to change the world and do it at all costs. He has led them to his home country of Khandaq to overflow the evil dictator there and free the people. It is done with the killing of many people deemed evil by Adam. The JSA have found out about this takeover and the participation of their allies and friends. They decide to go to Khandaq and stop Black Adam and bring home the young heroes whom they believe Black Adam has tricked into following him.
This scenario consists of 4 rounds. The first three rounds Last 15 turns. The last round is a fight to the finish. Whatever JSA members from each round are still alive at the end of the 15 turns will go on to join Captain Marvel to face Black Adam in round 4. They remain on whatever click the are on at the end of the round when they go to face Black Adam. As such, the JSA could have every team member against Black Adam or only Captain Marvel.
Special rule: The JSA player may choose to play E Dr. Fate along with his team in any of the first three rounds. If he does so, Dr Fate is elligible to face Black Adam, but if Dr. Fate is not used in the first rounds he cannot be used in round 4. If Dr. Fate is used, at the beginning of the JSAers turn he must roll one six sided di. I the result is one, Hector Hall is replaced by Nabu as Fate and becomes one of Black Adam's agents. If this happens the Khandaq player rolls the di to see if Hector takes control back from Nabu. Dr. Fate may not be used in more than one of the first three rounds. If the round he is played in ends with Fate as Nabu, he does not go on to face Black Adam.
U Eclipso (CJ) - 118 w/ Stunning Blow 10
V Katana (Nemisis) - 58 w/ Ambush 5
6 Kobra Fanatics (Khandaqians) - 204
Total - 366
vs.
V Hourman - 100
V Mr. Terrific - 80
V Dr. Midnite - 58
E Puck (Wildcat) - 42
U The Flash - 101
Total - 381
Declines to use Dr. Fate in this round
Map: DC B
BFC: Debris
3 Actions per turn
Khandaq sets up first as defenders. JSA has first action.
Well, technically it ought to be 4 actions a turn, since it goes 1-100 = 1, 101-200 = 2, 201-300 = 3, 301-400 = 4; but if you want to make it a special rule for this match, just lemme know. Also, there were a few errors in point totals, which I've corrected... And I just realized Katana can't use Ambush, because it requires Stealth instead of a TA that mimics Stealth--sadly, because I love that card. Katana also is incorrectly listed at 58 points on WK's website--she's actually 48.
Should I make up some of that with extra Khandaqians, or feats, or...?
Also--we should've considered CR better before we started... Cause we didn't use the new rules for it last game for Hawkgirl (not sure if it would've changed anything, ought to look I guess), but Wildcat has a lot of it, and on clicks with a decent defense... Nemesis has a Hawkgirl-esque splash of it mid-dial, too. Hrm...
V Hourman 100 (9/9) V Mr. Terrific 80 (6/6) V Dr. Midnite 58 (6/6)
[url=http://www.hcrealms.com/cgi-bin/get_unit.cgi?num=mm026]Wildcat (E Puck) 42 (6/6)
w/ Thunderbolts (JSA) 5 U The Flash 101 (8/8)
Total - 386
Well we can either just not use the combat reflexes change and leave it the way it is, or we can use it and I'll take Hawkgirl with the two clicks left. Doesn't really matter to me. We can use it to playtest the rule if you like.
Also for you team, buff it up how you like, either with feats or Khandaqians, since your playing them its up to you. Their total just can;t excede that of the JSA.
Well we can either just not use the combat reflexes change and leave it the way it is, or we can use it and I'll take Hawkgirl with the two clicks left. Doesn't really matter to me. We can use it to playtest the rule if you like.
Also for you team, buff it up how you like, either with feats or Khandaqians, since your playing them its up to you. Their total just can;t excede that of the JSA.
We'll probably be playing this for awhile, so let's just go ahead and use the rule-changes in the next round after they're announced (since this is just for fun, anyway), so Kendra makes it through with two clicks.
See thats what I don;t know cause I was told it didn't work for Incap or Mind Control because there had to be damage dealt in order for it to be reduced. I have ER in the fantasy league and thats what I was told.
See thats what I don;t know cause I was told it didn't work for Incap or Mind Control because there had to be damage dealt in order for it to be reduced. I have ER in the fantasy league and thats what I was told.
Well, the way it works is thus:
Ranged Attack: Reduces your damage value
Incap: Reduces your damage value (which is 0 for this attack--can't reduce)
Energy Explosion: Reduces your damage value (which is 1 for this attack--barely useful, if you get a critical hit)
Stunning Blow: Reduces your damage value
Mind Control: Reduces your damage value (difference here is that MC just "does no damage", doesn't make your damage value 0 for the attack)
Unless Hair10 has reversed his ruling in the last couple months