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1) Call in the Air strike with Ross, targetting J-13. AV 11 on a bunch of 17s, needs a 6. Gets an 8, vertigo hits her senses. Tarot is down and out, Avalanche takes two and goes nowhere. 1 SA 1 KO Ross. Push to Ross.
2) Chester walks to F-18.
Free) Andy and Brent Perplex up Laser's damage 1 and his attack 1.
3) Laser RS to E-17, carrying Zwei whom he drops in D-16, targetting Magneto. He`ll take two CP tokens to AV, making it a 9+3 on DV 17 after Hydra and your perplex. Needs a 6 for 3 damage after Imperv. Rolls a three :-(
Free) Chester and Zwei perplex down Mags damage to 2.
CP token.
Map is in your email.
Intellingencia (home)
1) Living Laser 91 (7/7) E-17 @
2) U General Thunderbolt Ross 55 (2/4) G-23 @@
3) AE Johann Schmidt 40 (5/5) C-20
w/ Contingency Plan 12 [#]
4) AIM Agent 38 "Andy" (4/4) B-19
5) AIM Agent 38 "Brent" (4/4) B-15
6) AIM Agent 38 "Chester" (4/4) F-18 @
7) R Hydra Technician "Ein" 35 (0/4) KOKOKO
8) R Hydra Technician "Zwei" 35 (4/4) D-16
9) LE George Tarleton 16 (4/4) C-14
Total: 398
vs.
Marauders
1) E (M10A) Magneto* 113 pts (6/6) H-12 [def +2]
*w/ Inspiring Command 15 pts, Promotion Token: 1
2) U Tarot 47 pts (0/4) KOKOKO
3) R Vertigo 45 pts (4/4) J-13
4) R Sunfire 40 pts (5/6) C-18 @@
5) R Mystique 34 pts (5/5) K-10 (hindering/stealth) @
6) R Gambit 28 pts (5/5) D-19 (hindering/stealth)
7) R Pyro 27 pts (5/5) H-8
8) R Destiny 20 pts (4/4) L-7 @
9) R Avalanche 19 pts (3/5) I-13 @@
A) R Con Artist 11 pts (2/3) N-7 (hindering)
Total: 399 pts
Mags: 1 SA, 1 KO
Vertigo: 1 AST
Pyro: 3 DFDs
Avalanche: 1 DFD
3) Mags fires at Zwei. 11 vs 16 for 4 dmg. Destiny has lof. Gets the KO. AST to Vertigo and Mystique. Mags will take a promo token, but he will choose not to roll the d6.
4) Avalanche barriers around Living Laser. No push dmg. DFD.
5) Pyro barrier in E-11/F-12/G-13/H-14. DFD.
Intellingencia (home)
1) Living Laser 91 (7/7) E-17 @
2) U General Thunderbolt Ross 55 (2/4) G-23 @@
3) AE Johann Schmidt 40 (5/5) C-20
w/ Contingency Plan 12 [#]
4) AIM Agent 38 "Andy" (4/4) B-19
5) AIM Agent 38 "Brent" (4/4) B-15
6) AIM Agent 38 "Chester" (4/4) F-18 @
7) R Hydra Technician "Ein" 35 (0/4) KOKOKO
8) R Hydra Technician "Zwei" 35 (0/4) KOKOKO
9) LE George Tarleton 16 (4/4) C-14
Total: 398
vs.
Marauders
1) E (M10A) Magneto* 113 pts (6/6) H-12 @
*w/ Inspiring Command 15 pts, Promotion Token: 2
2) U Tarot 47 pts (0/4) KOKOKO
3) R Vertigo 45 pts (4/4) J-12 @
4) R Sunfire 40 pts (5/6) C-18
5) R Mystique 34 pts (5/5) I-11 @@
6) R Gambit 28 pts (5/5) D-19 (hindering/stealth)
7) R Pyro 27 pts (5/5) H-8 @
8) R Destiny 20 pts (4/4) I-12 @@
9) R Avalanche 19 pts (3/5) I-13 @@
A) R Con Artist 11 pts (2/3) K-10 (hindering) @
Total: 399 pts
Mags: 2 SA, 2 KO
Vertigo: 2 AST
Mystique: 1 AST
Pyro: 4 DFD
Avalanche: 2 DFD
its no coincidence that I drafted 3 cheap pcers (counting tarot).
hey, your map has the barrier in D-15/E-15/F-16/G-17, which is different than what was in your recap. I assume your map is what you meant, cause the listed numbers have a "gap" in your barrier.
2) Chester will use Ross's SHIELD TA to get +1 range and his Enhancement to get +1 damage to destroy the blocking terrain in H-13.
Free) Chester will Perplex up Laser's AV to 10.
3) Laser will RCE on Magneto, AV 9 + 1 Perplex + 2 Contingency Plan on DV 17 - 1 Hydra + 1 Perplex for 3 + 2 RCE + 1 Enhancement damage - 2 Imperv. So, in a nutshell, I need a 6 for 4. Roll is 10 with KB, but Mystique catches him. Imperv is 4, so Magneto takes 4 to the mouth. 1 SA Laser, 1 AST Ross, AST AIM Agent.
Free/4) Brent will perplex his speed and hustle to B-22.
Intellingencia (home)
1) Living Laser 91 (7/7) E-17 @
2) U General Thunderbolt Ross 55 (2/4) E-18 @
3) AE Johann Schmidt 40 (5/5) C-20
w/ Contingency Plan 12 []
4) AIM Agent 38 "Andy" (4/4) D-20
5) AIM Agent 38 "Brent" (4/4) B-22 @
6) AIM Agent 38 "Chester" (4/4) F-18 @
7) R Hydra Technician "Ein" 35 (0/4) KOKOKO
8) R Hydra Technician "Zwei" 35 (0/4) KOKOKO
9) LE George Tarleton 16 (4/4) C-14
Total: 398
Ross: 1 SA 1 KO 1 AST
Laser: 1 SA
AIM Agents: 1 AST
vs.
Marauders
1) E (M10A) Magneto* 113 pts (2/6) H-12
*w/ Inspiring Command 15 pts, Promotion Token: 2
2) U Tarot 47 pts (0/4) KOKOKO
3) R Vertigo 45 pts (4/4) J-12 [def +1]
4) R Sunfire 40 pts (5/6) C-23 (hindering) @
5) R Mystique 34 pts (5/5) I-11
6) R Gambit 28 pts (5/5) C-22 (hindering/stealth)
7) R Pyro 27 pts (4/5) H-8 @@
8) R Destiny 20 pts (4/4) I-12
9) R Avalanche 19 pts (3/5) I-13 [def +1]
A) R Con Artist 11 pts (2/3) K-10 (hindering)
Total: 399 pts
Mags: 2 SA, 2 KO
Vertigo: 2 AST
Mystique: 1 AST
Pyro: 4 DFD
Avalanche: 2 DFD
2) Mags fires at Chester. 10 vs 15 for 4. Gets a 7 for the KO. Adds a token, but promotion is a 4 so no dice. AST to Mystique and Vertigo.
3) Avalanche barriers in E-11/F-12/G-13/H-13. This protects almost my whole team, but if the FLE uses the "entire team not attacked" language, no DFD for him.
others clear
Intellingencia (home)
1) Living Laser 91 (7/7) E-17 @
2) U General Thunderbolt Ross 55 (2/4) E-18 @
3) AE Johann Schmidt 40 (5/5) C-20
w/ Contingency Plan 12 []
4) AIM Agent 38 "Andy" (4/4) D-20
5) AIM Agent 38 "Brent" (4/4) B-22 @
6) AIM Agent 38 "Chester" (0/4) KOKOKO
7) R Hydra Technician "Ein" 35 (0/4) KOKOKO
8) R Hydra Technician "Zwei" 35 (0/4) KOKOKO
9) LE George Tarleton 16 (4/4) C-14
Total: 398
Ross: 1 SA 1 KO 1 AST
Laser: 1 SA
AIM Agents: 1 AST
vs.
Marauders
1) E (M10A) Magneto* 113 pts (2/6) H-12 @
*w/ Inspiring Command 15 pts, Promotion Token: 3
2) U Tarot 47 pts (0/4) KOKOKO
3) R Vertigo 45 pts (4/4) J-12
4) R Sunfire 40 pts (5/6) C-23 (hindering)
5) R Mystique 34 pts (5/5) I-11
6) R Gambit 28 pts (5/5) C-22 (hindering/stealth)
7) R Pyro 27 pts (4/5) H-8
8) R Destiny 20 pts (4/4) G-12 @
9) R Avalanche 19 pts (3/5) I-13 @
A) R Con Artist 11 pts (2/3) H-11 @
Total: 399 pts
Mags: 3 SA, 3 KO
Vertigo: 3 AST
Mystique: 2 AST
Pyro: 4 DFD
Avalanche: 2 DFD