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1) Guard pushes to blast Spidey. 9v17 for 2, roll is: 4,4=8, hit for 2 and knockback to W-15, two clicks of falling damage for a total of four. Guard takes a push click.
2) Morlock to I-11.
3) Ghost Rider vs Python, 11v14 for 4, roll is: 2,5=7, hit, KO.
Your go.
Team TVK
1) V Hawkeye 73 (1/6) I-10 @
2) V Spider Man 58 (3/7) W-15 @@
3) E Dr. Octopus 55 (1/6) P-6 @@
4) R Princess Python 25 KOed
5) E Sidewinder 29 S-7
6) V Anaconda 62 U-9
VS
Team Peers
1) E Marvel Girl (6/6) (53pts) P-17 @
2) R Marvel Girl (5/5) (48pts) U-14
3) E Ghost Rider (7/8) (71pts) T-10
4) E Mysterio (0/5) (57pts) KOed
5) V Hellcat (0/6) (38pts) KOed
6) V Hellfire Guard (3/4) (17pts) O-16 @@
7) R Morlock (4/4) (16pts) L-17
Team TVK
1) V Hawkeye 73 (1/6) I-10
2) V Spider Man 58 (5/7) W-15
3) E Dr. Octopus 55 (1/6) P-6
4) R Princess Python 25 KOed
5) E Sidewinder 29 U-10 @
6) V Anaconda 62 U-15 w/HO @
VS
Team Peers
1) E Marvel Girl (6/6) (53pts) P-17 @
2) R Marvel Girl (5/5) (48pts) U-14
3) E Ghost Rider (7/8) (71pts) T-10
4) E Mysterio (0/5) (57pts) KOed
5) V Hellcat (0/6) (38pts) KOed
6) V Hellfire Guard (3/4) (17pts) O-16 @@
7) R Morlock (4/4) (16pts) L-17
Spidey wouldn't take falling damage due to Leap/Climb I'm fairly sure...
Actually, Leap/Climb doesn't stop falling Knockback damage. Unless there's been a ruling or clarification I've missed, it's only fliers that can ignore the damage.
Actually, Leap/Climb doesn't stop falling Knockback damage. Unless there's been a ruling or clarification I've missed, it's only fliers that can ignore the damage.
Hmm...so it is. Is it Combat Reflexes I'm thinking of then?
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis
Yeah, Fliers don't take damage ffrom being knocked off elevated; Combat Reflexes lets you ignore knockback damage; Charge just can't be knocked back at all.
Turn 9B
1) Just for funs, Morlock v Hawkeye, 7v14 for 1/KO, roll is: 3,1=4, miss. Push click to Morlock.
2) Jean-R tries to TK GR away from Sidewinder, breakaway roll is: GR is put in S-16.
3) GR pushes to charge to W-16 to hit Spidey. 11v14/SS for 4, roll is: 6,6=12 for a highly unneccessary critical hit. SS roll is: 4. Spidey takes 4, +1 critical, +1 knockback into the map edge for a total of 6 and is very, very much knocked out. Push click to GR.
Clear the rest.
Team TVK
1) V Hawkeye 73 (1/6) I-10
2) V Spider Man 58 KOed
3) E Dr. Octopus 55 (1/6) P-6
4) R Princess Python 25 KOed
5) E Sidewinder 29 U-10 @
6) V Anaconda 62 U-15 w/HO @
VS
Team Peers
1) E Marvel Girl (6/6) (53pts) P-17
2) R Marvel Girl (5/5) (48pts) U-14 @
3) E Ghost Rider (6/8) (71pts) W-16 @@
4) E Mysterio (0/5) (57pts) KOed
5) V Hellcat (0/6) (38pts) KOed
6) V Hellfire Guard (3/4) (17pts) O-16
7) R Morlock (3/4) (16pts) L-17 @@
1) Hawkeye on Morlock. AV 8 on DV 12, needs 4. Rolls: 5. 2 to the Morlock.
2) Octopus to O-7.
3) Anaconda on Jean, pushing. AV 10 on DV 14, needs 4. Rolls: 5 again. 5 damage and the KO.
Team TVK
1) V Hawkeye 73 (1/6) I-10 @
2) V Spider Man 58 KOed
3) E Dr. Octopus 55 (1/6) O-7 @
4) R Princess Python 25 KOed
5) E Sidewinder 29 U-10
6) V Anaconda 62 (6/7) U-15 @@
VS
Team Peers
1) E Marvel Girl (6/6) (53pts) P-17
2) R Marvel Girl (0/5) (48pts) KOed
3) E Ghost Rider (6/8) (71pts) W-16 @@
4) E Mysterio (0/5) (57pts) KOed
5) V Hellcat (0/6) (38pts) KOed
6) V Hellfire Guard (3/4) (17pts) O-16
7) R Morlock (1/4) (16pts) L-17 @@
Yeah. You had more points worth KOed. I failed to follow up on a few attacks.
Had that Morlock taken out Hawkeye, however...
... of course, I still don't like the "If the game ends in the middle of Turn 10, the second player doesn't get to finish the turn" rule...
Sorry you feel that way, let me try and explain why I do it...
The problem is in a play by post scenario, how long do you give the second player to respond? 24 hours? If so, why not just move the cutoff date for the round? I try to be as flexible as possible and if enough games are still going down after three weeks, I'll grant extensions, but when a majority are finished and waiting for the next round, the only fair way to do it is to cut off the round (If it helps, I never take a turn the morning just before I call time, so I'm always the guy who gets that end of the stick).
Well, yeah, 24 hours after time shoudl be allowed, but only iff time is called in the middle of the turn.
If a 'power gamer' wanted to game the system, they'd make sure to get the first turn, and take the turn as close to the cutofff as they could, to ensure they get that one-half turn more than their opponent.
In the spirit of 'fair play', it's only fair to let the second player finish their turn.