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I have Wonder Man in hindering terrain (i hope you do, too!...). Would not the first Incap attack by Sentry B/Sentinel Alpha-3 then have missed? If so, then Wonder Man still has Impervious on his first click, doesn't he?
You are correct sir! Dang that messes with things. Missing him I would have Incapacitated again (that was the plan to avoid that pesky Imp. roll). So we go with that. That means the attack is a multiple Incap, hits both Tigra makes her SS roll (wasting the point of damage for the Crit Hit as that is where I would have sent it. Unless both get a click? Doesn't matter in this case as WM still has Inv.) I will repost the summary to reflect this.
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
Sorry about that. I was a bit tired when I did that turn. Here is the corrected sumary.
WCAvengers:
1) [ ] R Ant-Man K8
2) [ ] R Mockingbird* H16
w /Vault 3
3) [ ] U Sersi (7/8) I16
4) [1] E Moon Knight (Cr.Mass) M19 (Stealthed) @@
5) [ ] R Scarlet Witch (FForces) (2/5) J9 @
6) [2] E Tigra N11 (5/6) @
7) [2] R Iron Man (Armor Wars) I 15 @
8) [9] E Wonder Man N12 (8/9) N13 @@
9) [2] U Super Skrull (CTime) (8/9) G5 @
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p K9-10, L9-10 @3
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (10/11) O17-18, P17-18 @3
3B) Kree Sentry C {Mark I Sentinel} 100p (6/12) O12-13, P12,13 @1@2@3
4) V Kree Colonel (SN) R9
5) E Kree Captain (SN) J6 @3
6) R Kree Warrior (SN) (2/4) O9 @3
7) V Kree Warrior (CM) O16
8) E Kree Warrior ""KO""
HOs: R21, S22 LOs: K21, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Battlefield Condition: Fearless Assault ~ Characters get +2 to their speed values when they begin move actions in their starting areas.
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.[/quote]
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
The robotic onslaught was relentless. Tigra and Wonder Man were enveloped in some sort of paralysis ray so that even Wonder Man's ionic strength did not help him. Another of the huge Sentry robots advanced quickly on Ant-Man and Scarlet Witch, dealing a fierce blow to the Avengers' lovely mutant. Wonder Man grit his teeth and struggled against the numbing energy ray to no avail. Tigra, too, fought hard to break free, groaning as the strain caused her pain.
Ant-Man tried to do what he could against the huge construct. a bit of admiration for the sophistication of their functions flashed through his mind, but he needed to concentrate on stopping these Sentries first. He used his still-normal-sized strength in conjunction with his tiny size to strike a blow to the Sentry's ankle that hobbled it momentarily. "Now!" shouted Ant-Man, "blast it!"
James Rhodes could hardly believe ho much his life had shifted in the preceding couple of weeks. Here he was, battling giant alien robots. He pushed himself to shift his position and gain the cover of some machinery as he fired his repulsors again. <SKRAAK> The beams ricocheted harmlessly off the reflective armor of the Sentry.
The Super Skrull scoffed, "I should have insisted upon the assistance of the Fantastic Four. You are pathetic." The multi-powered Skrull again drew upon the firepower of the Human Torch, sending a scalding blast at the Sentry nearest him. "Return to your home, treacherous Kree scum!"
"Hey, Sersi," Mockingbird said. "Try that trick with me, too."
The gorgeous Eternal quickly sized up Bobbi, eyeing her from head to toe in a second. "Do you honestly feel up to the challenge? These are not your usual adversaries."
"Just do it," replied Mockingbird. She allowed Hawkeye's smile to appear in her mind's eye for a moment, determined to succeed, for the consequences of failure were horrible to imagine. Suddenly, she felt herself hurtling through the air and adjusted rapidly to land in a fighting position. A Kree soldier had taken up position at Wanda's flank and was leveling a nasty-looking blaster at her. Mockingbird surprised him with a powerful side kick and she expertly used her momentum to flip over the soldier's shoulder as he bent over in pain. She landed behind him, ready for his reaction.
- Ant-Man attacks Sentry A/Sentinel Mark III > 9 vs 16 > roll: 1+2=3 MISS. re-roll thanks to Scarlet Witch: 5+5=10 HIT. Sentry A/Sentinel Mark III takes 2 damage.
- ('free') Ant-Man Outwits Energy Shield/Deflection on Sentry A/Sentinel Mark III.
- Iron Man pushes and uses Running Shot, moving to J15 and attacking Sentry A/Sentinel Mark III > 9 vs 16 > roll: 3+1=4 MISS. Iron Man takes 1 pushing damage. ( darn it; i didn't want to 'have to' push the Super Skrull... )
- Super Skrull pushes and attacks Sentry A/Sentinel Mark III > 11 vs 16 > roll: 3+6=9 HIT. Sentry A/Sentinel Mark III takes 3 damage.
- Sersi uses Telekinesis to send Mockingbird to I7.
- Mockingbird attacks the E Kree Captain using CCE > 8 vs 16 > roll: 6+4=10 HIT ( yeah! ) E Kree Captain takes 2 damage after Toughness. Mockingbird uses her Vault feat to move to J5.
- ( should i do it?... ) Tigra pushes and attacks the Sentry C/Sentinel Mark I using BClawsF > 8 vs 15 > roll: 3+1=4 MISS. Tigra takes 1 pushing damage. ( darn... )
WCAvengers:
1) [2] R Ant-Man K8 @
2) [2] R Mockingbird* J5 @
w /Vault 3
3) [ ] U Sersi (7/8) I16 @
4) [1] E Moon Knight (Cr.Mass) M19 (Stealthed)
5) [ ] R Scarlet Witch (FForces) (2/5) J9
6) [2] E Tigra N11 (4/6) @@
7) [2] R Iron Man (Armor Wars) (6/7) J15 @@
8) [9] E Wonder Man N12 (8/9) N13
9) [5] U Super Skrull (CTime) (7/9) G5 @@
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p (10/15) K9-10, L9-10 @3
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (10/11) O17-18, P17-18 @3
3B) Kree Sentry C {Mark I Sentinel} 100p (6/12) O12-13, P12,13 @1@2@3
4) V Kree Colonel (SN) R9
5) E Kree Captain (SN) (2/4) J6 @3
6) R Kree Warrior (SN) (2/4) O9 @3
7) V Kree Warrior (CM) O16
8) E Kree Warrior ""KO""
HOs: R21, S22 LOs: K21, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
( i've removed the BFCondition; that turn could certainly have gone better... but at least that attack by Mockingbird succeeded; i didn't want to push Super Skrull... and if Tigra had hit with a big BCF roll!.... whew! .... another long turn... )
2) E Kree Captain will push (Willpower) and Try to hit Mockingbird. Def. 16 + 2 CCR - att. 8 = need 10. Rolled 5,5=10 wow! Wasn't expecting that! Mockingbird takes 2 and is knocked back to J3.
3) V Kree Colonel (SN) moves to N6.
4) R Kree Warrior (SN) will push (Willpower) to try to shoot Tigra. Def. 15 + 1 Hindering - att 7 = need 9. Rolled 3,1 = 4 miss.
WCAvengers:
1) [2] R Ant-Man K8 @
2) [2] R Mockingbird* (2/4) J5 @
w /Vault 3
3) [ ] U Sersi (7/8) I16 @
4) [1] E Moon Knight (Cr.Mass) M19 (Stealthed)
5) [ ] R Scarlet Witch (FForces) (2/5) J9
6) [2] E Tigra N11 (4/6) @@
7) [2] R Iron Man (Armor Wars) (6/7) J15 @@
8) [9] E Wonder Man N12 (8/9) N13
9) [5] U Super Skrull (CTime) (7/9) G5 @@
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p (10/15) K9-10, L9-10
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (10/11) O17-18, P17-18
3B) Kree Sentry C {Mark I Sentinel} 100p (6/12) O12-13, P12,13
4) V Kree Colonel (SN) N6 @4
5) E Kree Captain (SN) (2/4) J6 @3@4
6) R Kree Warrior (SN) (2/4) O9 @3@4
7) V Kree Warrior (CM) N19 @4
8) E Kree Warrior ""KO""
HOs: R21, S22 LOs: K21, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
( i've removed the BFCondition; that turn could certainly have gone better... but at least that attack by Mockingbird succeeded; i didn't want to push Super Skrull... and if Tigra had hit with a big BCF roll!.... whew! .... another long turn... )[/quote]
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
What do you think about letting Scarlet Witch use Probability Control on that attack by the Kree Captain? While i realize i forgot to issue explicit instructions, i think you'd agree that i'd use her PC at some point. The question is: would i have not used it for the Kree Captain's attack thinking i would want to use it when the Sentry attacked Wanda?....
( well, no matter how that decision regarding Mockingbird and Wanda's PC is made, my turn will be as follows -- and it includes a not-so-smart decision... y'see, i saw that click go past on the Sentinel Mark I and wasn't sure where it was on the Mark III, and now Wanda's attack has put the Mark III on perhaps his toughest click!... )
WCAvengers turn 5a
- Moon Knight attacks V Kree Warrior > 9 vs 15 > roll: 3+6=9 HIT. V Kree Warrior takes 2 damage.
- Wonder Man attacks Sentry C/Mark I Sentinel > 9 vs 15 > roll: 2+5=7 HIT. Sentry C/Sentinel Mark I takes 2 damage after Toughness.
- Ant-Man Outwits Toughness on Sentry A/Sentinel Mark III.
- Scarlet Witch attacks Sentry A/Sentinel Mark III > 7 vs 15 > roll: 1+4=5 MISS. re-roll thansk to her own PC: 3+5=8 HIT. Sentry A/Sentinel Mark III takes 1 damage.
WCAvengers:
1) [2] R Ant-Man K8
2) [2] R Mockingbird* (2/4) J5
w /Vault 3
3) [ ] U Sersi (7/8) I16
4) [3] E Moon Knight (Cr.Mass) M19 (Stealthed) @
5) [1] R Scarlet Witch (FForces) (2/5) J9 @
6) [2] E Tigra N11 (4/6)
7) [2] R Iron Man (Armor Wars) (6/7) J15
8) [11] E Wonder Man N12 (8/9) N13 @
9) [5] U Super Skrull (CTime) (7/9) G5
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p (9/15) K9-10, L9-10
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (10/11) O17-18, P17-18
3B) Kree Sentry C {Mark I Sentinel} 100p (4/12) O12-13, P12,13
4) V Kree Colonel (SN) N6 @4
5) E Kree Captain (SN) (2/4) J6 @3@4
6) R Kree Warrior (SN) (2/4) O9 @3@4
7) V Kree Warrior (CM) (3/5) N19 @4
8) E Kree Warrior ""KO""
HOs: R21, S22 LOs: K21, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
Generally, if no specific instructions are left, then it should be assumed that PC willbe used on the first successfull attack that the PCer could see.
Christ did not come to condemn the world, but to save it.
Sorry for the delay. End of the term crazyness. Just finished today and now I have a lot more time!
You are correct. I missed that Scarlet Witch could see that attack . Reroll for PC 4,3=7 miss. I will change it back in my position recap at the end.
Also I just realized that when using the Multi-Attack damage is reduced by 1 to a minimum of 1. I believe that the only one this affects is Scarlet Witch. I will add a click to her.
Turn 5b:
1) Kree Sentry A will use his Multi-Attack power. First attack is agains Scarlet Witch. Def. 13 - att. 11 = need to not roll a crit miss. Rolled 3,4=7PC the roll 1,5=6 hit. Scarlet Witch takes 3 - 1 Mult Attack. = 2 clicks. Second attack will be against Ant Man. Def. 18 - att 11 = need 7. Rolled 4,3=7 hit. Ant Man takes 2 clicks.
2) Kree Sentry B will Charge to K15-16, L15-16 and attack Iron Man. Def. 16 - att 8 = need 8. Rolls 6,5=11 hit. Iron Man takes 3 - 2 Imp = 1 click.
3) Kree Sentry C will also use his Multi-Attack power to try and Incap Wonder Man. Def. 16 - att. 8 = 8. Rolled 6,5=11 hit. Wonder Man gets another token and takes a click. Second Attack against Tigra def. 15 - att. 8 = need 7. Rolled 2,6 = 8 hit. SS roll 2. She gets a token.
WCAvengers:
1) [2] R Ant-Man (4/6) K8
2) [2] R Mockingbird* (4/4) J5
w /Vault 3
3) [ ] U Sersi (7/8) I16
4) [3] E Moon Knight (Cr.Mass) M19 (Stealthed) @
5) [1] R Scarlet Witch (FForces) (1/5) J9 @
6) [2] E Tigra N11 (4/6) @
7) [2] R Iron Man (Armor Wars) (5/7) J15
8) [11] E Wonder Man N12 (7/9) N13 @@
9) [5] U Super Skrull (CTime) (7/9) G5
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p (9/15) K9-10, L9-10 @5
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (10/11) O17-18, P17-18 @5
3B) Kree Sentry C {Mark I Sentinel} 100p (4/12) O12-13, P12,13 @5
4) V Kree Colonel (SN) N6
5) E Kree Captain (SN) (2/4) J6
6) R Kree Warrior (SN) (2/4) O9
7) V Kree Warrior (CM) (3/5) N19
8) E Kree Warrior ""KO""
HOs: R21, S22 LOs: K21, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.[/quote]
Last edited by ALC Marauder; 12/19/2007 at 23:17..
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
Thanks for noticing that fact about Multi-Attack (reduction of Damage value)!...
One little thing and one more important thing:
You neglected to indicate the roll of the first attack on Iron Man; it looks like the Sentry B/Sentinel Alpha 3 missed. This could be rendered moot by the more important thing:
On its second click the Sentry B/Sentinel Alpha 3 has a Speed of 6, meaning it couldn't reach Iron Man with a Charge, right?
Man did I mess up editing Kree Sentry B's move against Iron Man. I changed it from a Multi-Attack to a regular Charge because I remembered about the damage reduction (and he couldn't hurt him with a Multi-Attack Charge). I forgot to edit his move though. I will do so presently. I also forgot to post the roll of 6,5=11 to hit him. I will put that in also. {Actually no I didn't. Just put it in the wrong spot because I forgot to take out the second attack text.}
He can charge there with a speed of 3 because of what I call 'creep' effect of colossal figs. You count three saquares and then one of the 4 squares you occupy must be in that square. So i go N17, N16, N15 and place so one of my back squares in in that square effectively 'creeping' forward an extra square. Understand?
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
Just checked the Sentinel Rules on the Wizkids site. It still reads like I stated in the second paragraph of the movement rules. Where did you hear they changed it?
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
( i've done a little searching, too, and while i noticed months ago that WizKids changed to rules regarding hte movement of double-based figures, it would appear that Sentinels (and i presume other colossal figures) still may perform such a 'fishtail' move, effectively increasing their movement range... in any event, if my dice rolls stay like the ones below, i'm sunk... )
WCAvengers turn 6a
The Avengers were beset by monstrous robotic androids that could analyze their every move. Heavily armored, possessing super strength, and born of advanced Kree technology, the Sentries were more than a match for Earth's heroes. They rushed ahead, assaulting Ant-Man, Scarlet Witch, and Iron Man.
"Stay back," shouted the Scarlet Witch, as purplish light flashed around her outstretched hands. "My hex power may..."
The Sentry replied, "Foolish female! No puny efforts of yours can harm my indestructible frame."
"It wasn't you I was aiming at, Mister so-called Sentry --- but the ceiling overhead." With that, Wanda's hex seemed to take effect and tons of rock came tumbling down onto the Sentry.
Even as great fragments continued to fall from above, the Sentry arose from the stones, saying, "You have made your choice, Earthlings, and now..."
The Sentry was struck by fire, repulsors, and tiny, full-power punches, but nothing seemed to harm it. "You shall feel the full, lethal force of my powers," the monstrous android stated, swatting both Ant-Man and Scarlet Witch.*
Meanwhile, both Tigra and Wonder Man had to continue their struggle against another Sentry's debilitating paralysis ray. All the time, the Kree soldiers advanced in an effort to gain better position.
- Super Skrull attacks Sentry A/Sentinel Mark III > 10 vs 17 > roll: 2+2=4 MISS.
- Mockingbird attacks E Kree Captain using CCE > 8 vs 14 > roll: 1+4=5 MISS.
- Sersi attacks Sentry A/Sentinel Mark III > 8 vs 17 > roll: 4+4=8 MISS.
- Moon Knight pushes (using Willpower) and attacks V Kree Warrior > 9 vs 13 > roll: 5+5=10 HIT. V Kree Warrior takes 2 damage and is knocked back to P19.
- Iron Man attacks Sentry B/Sentinel Alpha 3 using RCE > 8 vs 15 > roll: 5+1=6 MISS.
- Tigra pushes and attacks the Sentry C/Sentinel Mark I using BClawsF > 8 vs 15 > roll: 2+2=4 MISS. Tigra takes 1 pushing damage.
( aaargh!.... )
WCAvengers:
1) [2] R Ant-Man (4/6) K8
2) [2] R Mockingbird* (4/4) J5 @
w /Vault 3
3) [ ] U Sersi (7/8) I16 @
4) [5] E Moon Knight (Cr.Mass) M19 (Stealthed) @@
5) [1] R Scarlet Witch (FForces) (1/5) J9
6) [2] E Tigra N11 (3/6) @@
7) [2] R Iron Man (Armor Wars) (5/7) J15 @
8) [11] E Wonder Man N12 (7/9) N13
9) [5] U Super Skrull (CTime) (7/9) G5 @
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p (9/15) K9-10, L9-10 @5
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (10/11) O17-18, P17-18 @5
3B) Kree Sentry C {Mark I Sentinel} 100p (4/12) O12-13, P12,13 @5
4) V Kree Colonel (SN) N6
5) E Kree Captain (SN) (2/4) J6
6) R Kree Warrior (SN) (2/4) O9
7) V Kree Warrior (CM) (1/5) P19
8) E Kree Warrior ""KO""
HOs: R21, S22 LOs: K21, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
*Quoted and paraphrased from Avengers I, 89 and 90.
Last edited by mikeinmke; 12/20/2007 at 01:14..
Reason: spelling error corrected