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I think I'm regretting not applying Xavier's double token sp as was meant.
Strange needs 7 to ko Emma, gets 8.
Infiltrator moves two (pawns can do that but only their first move) to D2, he perplexes Jean's dv + 1.
AVM033 Skrull Saboteur (2) B7
AVM008A Skrull Commando B1
AVM207A Skrull Infiltrator B3 (Only Magneto can make ranged attacks)
AVM207B Skrull Infiltrator (1) @ D2
GG202 Skrull Assassin (1) B4
SN Skrull General (1) B8
Black Knight CW20 (3) A2
Black Knight CW31 A7
Professor X A v X A4
Grey Gargoyle IIM A1
The Thing SI A8
Dr. Strange ASM @ A6
MU10 Dark Phoenix E (4) A5
First, with Emma's ESD, Strange would need a 9 to hit her. And even if he did, his 3 Damage wouldn't quite KO her. Not sure what you may be able to do to salvage that.
EMma on Dark Phoenix, AV10 on DV17 +1. Gets 5. She PCs, still 5. Fitzroy makes it 12. SS is 4. The extra crit Damage doesn't matter as she hits her stop click.
#5 to F5
Remember that wherever possible, my guys will Mastermind to an adjacent guard.
Hellfire Club Guard #1 G1
Hellfire Club Guard #3 G3
Hellfire Club Guard #5 @ F5 (1)
Magneto (WXM37b-King) H4
Emma Frost (WXM60e-Queen) @ G4 (2)
Harry Leland (Bishop) F1
White King (WXM-Bishop) H6
Sunspot (WXM-Rook) H1
Trevor Fitzroy (Rook) C8
Mastermind (Knight) H2
Captain Britain (WXM-Knight) H7
Assassin to D4. Now all of your figures take double actions thanks to Xavier.
Xavier needs 6 to hit Cap B, gets 6. 2 to him with no one to mm to.
AVM033 Skrull Saboteur (2) B7
AVM008A Skrull Commando B1
AVM207A Skrull Infiltrator B3 (Only Magneto can make ranged attacks)
AVM207B Skrull Infiltrator (1) D2
GG202 Skrull Assassin (1) @ D4
SN Skrull General (1) B8
Black Knight CW20 (3) A2
Black Knight CW31 A7
Professor X A v X @ A4
Grey Gargoyle IIM A1
The Thing SI A8
Dr. Strange ASM A6
MU10 Dark Phoenix E (7) A5
Really losing steam in this game. Not turning out to be chess like at all.
Saboteur on Fitz. Needs 8, rolls 4.
General needs 9 also, rolls 2. Oh, swell.
AVM033 Skrull Saboteur (2) @ B7
AVM008A Skrull Commando B1
AVM207A Skrull Infiltrator B3 (Only Magneto can make ranged attacks)
AVM207B Skrull Infiltrator (1) D2
GG202 Skrull Assassin (1) D4
SN Skrull General (2) @ B8
Black Knight CW20 (3) A2
Black Knight CW31 A7
Professor X A v X A4
Grey Gargoyle IIM A1
The Thing SI A8
Dr. Strange ASM A6
Really losing steam in this game. Not turning out to be chess like at all.
Yeah, the old "it's like chess with superheroes" doesn't really hold up to the magnifying glass. Having learned things if you wanted to retool this and try again sometime, we could, but I don't feel compelled. Also if you wanted to call the game and consider it a stalemate at any point, that's fine too.
Having said that, aren't you obliged to move your king out of check if you can? Or since Pierce can't actually move this turn due to the two tokens, does that not really count as check until next turn?
Or wait, didn't we have the rule that we could choose to move a piece even when they had two tokens, and they just take additional push damage for doing so? Even Indomitable ones? In which case, the check is a very real thing.
Oh right, I am obliged to move Xavier. However if you're ok with passing on this one, I'm good with that. I think you've got this in the bag as it is, I'm just delaying the inevitable.
I wouldn't call this in the bag for me, but we can call it. We gave it a go. Doesn't quite translate like you'd think. Rangey shooting guys really change the whole game dynamic.