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Hawkman SA [2]
Manhunter SA [2] KO [2]
Catwoman SA [1] KO [1]
Vibe SA [1]
vs
New Guardians
1) Kyle Rayner* (White Lantern) 112 pts (2/7) L15@
* w/ Protected 8 pts
[1 SA][1 KO]
2) Fatality 100 pts (-/5) {injured, 1st playoff game}{KO!}
[1 SA]
3) Saint Walker* 75 pts {KO!}
* w/ Alias 3 pts USED
4) Sister Sercy** 66 pts (3/5) M15@
* w/ Alias 3 pts USED and Force Field 10 pts
[2 SA][2 DFD]
5) Green Lantern Initiate 18 pts (-/1) KOKO
SO: Blue Lantern (Brave and the Bold) (5 pts) I8
HO - D11, D14
400 pts
BFC: DE-FEATED
At the beginning of each player’s turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player’s turn.
Hawkman SA [2]
Manhunter SA [2] KO [2]
Catwoman SA [1] KO [1]
Vibe SA [1]
vs
New Guardians
1) Kyle Rayner* (White Lantern) 112 pts (2/7) L15@
* w/ Protected 8 pts
[1 SA][1 KO]
2) Fatality 100 pts (-/5) {injured, 1st playoff game}{KO!}
[1 SA]
3) Saint Walker* 75 pts {KO!}
* w/ Alias 3 pts USED
4) Sister Sercy** 66 pts (3/5) M15@
* w/ Alias 3 pts USED and Force Field 10 pts
[2 SA][2 DFD]
5) Green Lantern Initiate 18 pts (-/1) KOKO
SO: Blue Lantern (Brave and the Bold) (5 pts) I8
HO - D11, D14
400 pts
BFC: DE-FEATED
At the beginning of each player’s turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player’s turn.
Hawkman SA [2]
Manhunter SA [2] KO [2]
Catwoman SA [1] KO [1]
Vibe SA [1]
vs
New Guardians
1) Kyle Rayner* (White Lantern) 112 pts (2/7) L15@@
* w/ Protected 8 pts
[1 SA][1 KO]
2) Fatality 100 pts (-/5) {injured, 1st playoff game}{KO!}
[1 SA]
3) Saint Walker* 75 pts {KO!}
* w/ Alias 3 pts USED
4) Sister Sercy** 66 pts (3/5) M15
* w/ Alias 3 pts USED and Force Field 10 pts
[2 SA][2 DFD]
5) Green Lantern Initiate 18 pts (-/1) KOKO
SO: Blue Lantern (Brave and the Bold) (5 pts) I8
HO - D11, D14
400 pts
BFC: DE-FEATED
At the beginning of each player’s turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player’s turn.
Hawkman SA [2]
Manhunter SA [2] KO [2]
Catwoman SA [1] KO [1]
Vibe SA [1]
vs
New Guardians
1) Kyle Rayner* (White Lantern) 112 pts (2/7) L15@@
* w/ Protected 8 pts
[1 SA][1 KO]
2) Fatality 100 pts (-/5) {injured, 1st playoff game}{KO!}
[1 SA]
3) Saint Walker* 75 pts {KO!}
* w/ Alias 3 pts USED
4) Sister Sercy** 66 pts (3/5) M15
* w/ Alias 3 pts USED and Force Field 10 pts
[2 SA][2 DFD]
5) Green Lantern Initiate 18 pts (-/1) KOKO
SO: Blue Lantern (Brave and the Bold) (5 pts) I8
HO - D11, D14
400 pts
BFC: DE-FEATED
At the beginning of each player’s turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player’s turn.
Hawkman SA [2]
Manhunter SA [2] KO [2]
Catwoman SA [1] KO [1]
Vibe SA [1]
vs
New Guardians
1) Kyle Rayner* (White Lantern) 112 pts (2/7) L15
* w/ Protected 8 pts
[1 SA][1 KO]
2) Fatality 100 pts (-/5) {injured, 1st playoff game}{KO!}
[1 SA]
3) Saint Walker* 75 pts {KO!}
* w/ Alias 3 pts USED
4) Sister Sercy** 66 pts (3/5) M15
* w/ Alias 3 pts USED and Force Field 10 pts
[2 SA][2 DFD]
5) Green Lantern Initiate 18 pts (-/1) KOKO
SO: Blue Lantern (Brave and the Bold) (5 pts) I8
HO - D11, D14
400 pts
BFC: DE-FEATED
At the beginning of each player’s turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player’s turn.
Hawkman SA [2]
Manhunter SA [2] KO [2]
Catwoman SA [1] KO [1]
Vibe SA [1]
vs
New Guardians
1) Kyle Rayner* (White Lantern) 112 pts (2/7) L15
* w/ Protected 8 pts
[1 SA][1 KO]
2) Fatality 100 pts (-/5) {injured, 1st playoff game}{KO!}
[1 SA]
3) Saint Walker* 75 pts {KO!}
* w/ Alias 3 pts USED
4) Sister Sercy** 66 pts (3/5) M15
* w/ Alias 3 pts USED and Force Field 10 pts
[2 SA][2 DFD]
5) Green Lantern Initiate 18 pts (-/1) KOKO
SO: Blue Lantern (Brave and the Bold) (5 pts) I8
HO - D11, D14
400 pts
BFC: DE-FEATED
At the beginning of each player’s turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player’s turn.
Hawkman SA [2]
Manhunter SA [2] KO [2]
Catwoman SA [1] KO [1]
Vibe SA [1]
vs
New Guardians
1) Kyle Rayner* (White Lantern) 112 pts (2/7) L15@
* w/ Protected 8 pts
[1 SA][1 KO]
2) Fatality 100 pts (-/5) {injured, 1st playoff game}{KO!}
[1 SA]
3) Saint Walker* 75 pts {KO!}
* w/ Alias 3 pts USED
4) Sister Sercy** 66 pts (3/5) K15@
* w/ Alias 3 pts USED and Force Field 10 pts
[2 SA][2 DFD]
5) Green Lantern Initiate 18 pts (-/1) KOKO
SO: Blue Lantern (Brave and the Bold) (5 pts) I8
HO - D11, D14
400 pts
BFC: DE-FEATED
At the beginning of each player’s turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player’s turn.
Okay, this game has 8 hours to post final turn for Nifty, and we can see what the schedule looks like then.
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Hawkman SA [2]
Manhunter SA [2] KO [2]
Catwoman SA [2] KO [2] 1 AST
Vibe SA [2]
vs
New Guardians
1) Kyle Rayner* (White Lantern) 112 pts (2/7) L15@
* w/ Protected 8 pts
[1 SA][1 KO]
2) Fatality 100 pts (-/5) {injured, 1st playoff game}{KO!}
[1 SA]
3) Saint Walker* 75 pts {KO!}
* w/ Alias 3 pts USED
4) Sister Sercy** 66 pts (-/5) KOKO
* w/ Alias 3 pts USED and Force Field 10 pts
[2 SA][2 DFD]
5) Green Lantern Initiate 18 pts (-/1) KOKO
SO: Blue Lantern (Brave and the Bold) (5 pts) I8
HO - D11, D14
400 pts
BFC: DE-FEATED
At the beginning of each player’s turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player’s turn.
Fantasy League Elite Team: Kingdom Come: Justice League! Heroclix Fantasy League Team: Marvel Now: S.H.I.E.L.D. HCFL Season 11 Champion! Commish for FLE, starting the next season in May! Ask me!
Good game. I couldn't find a real path to victory toward the end without needing either multiple breakaway rolls or for you to knock Kyle onto HSS. I guess you weren't going to oblige on the latter.
Good game. I couldn't find a real path to victory toward the end without needing either multiple breakaway rolls or for you to knock Kyle onto HSS. I guess you weren't going to oblige on the latter.
Well the problem at the end is I couldn't crack that 19 ranged defense. Once Hawkman was gone, I couldn't really tag Kyle. I was willing to let you land on HSS if I thought I could follow up the next turn with another hit. Between your 19 DV and Protected, he was a tough nut to crack.
Also Force Shield was incredibly frustrating on Sercy. Toughness doesn't seem like much, but it was just enough to keep me from taking her out on more than one occasion.
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