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The Tri-Sentinels' Incap attacks don't do any damage to Groot. He had no tokens, so one gives him one token, the other gives him a second token, but he's got Indom, so he can take it. Storm's 4 is still good though.
Like with Graviton and Clock King in the other game, I do not like these multiple target Incap attacks. Have to see what we can do about those. And of course you brought Forge to heal the Sentinels.
Iron Monger can steal Storm's Outwit, even if he can't turn around and use it on her. On Sentinel 2's ESD.
Red Robin Perplexes Rocket's AV to 11
Rocket RS to F10 on Tri-Sentinel 2, AV11 on DV18. Gets 11. Viv makes it 7. 1 to that Sentinel.
Red Robin uses Outsiders on Tri-Sentinel 1.
Blue Beetle Sides to J10, goes for Tri-Sentinel 1. AV10 on DV18. Gets 7. Rocket PCs that to 8. 1 to that Sentinel.
Slow going, this.
Iron Monger can also take Perplex from the nearest Sentinel now, makes his own DV +1
WKD17-09 Blue Beetle @ J10 (1)
RE04 Terra K2
GOTG2M Rocket (Degenerate: 3) @ F10
BM206 Red Robin K9 (1)
TMTG03E Groot J/K12/13 (9)
GOTG2M13 Star-Lord C12 (2)
IIM Iron Monger 2.0 (Magik Fragment) D14 (1)
EAX Jackal F8
One ID Card
5012
Groot takes a click of poison from the construct since his toughness was outwitted.
Sentinel 3 tries his triple incap on IM, Quill, Groot. SC for Quill is 6. Gets 8. A token to both.
Pyro on Groot. Needs 6, rolls 9. Puts him on his stop click.
Forge bt's the X-Men's avs. The two Sentinels with a click of damage have perplex, and make her av 12.
Storm outwits Rocket's pc. She needs 6 to ko Groot, rolls 5. 5 for Viv.
Sentinel 2 on Groot, Quill, IM. SC is 4. Rolls 3. Longshot makes it 6.
Kitty calls on the Cyclops ID card. XXS63e. He comes in at I17, sides to K17, targets Groot. CCEs his av to 12. Needs 6 to ko, rolls 6. Gosh, that seemed impossible.
Construct pushes to block.
Jean free tks Forge to J15 and he freely heals Sentinel 1 by 1. Then he ports to F23.
Guy's been on my to-play list forever, and if this isn't the perfect time for him. Melter is in now. Terra TKs him to C10
Red Robin uses Outsiders on Sentinel 2
Melter on Sentinel 2, AV10 +1 on DV18. Gets 8. Viv can PC that to 6. Knew that was coming.
Iron Monger takes Storm's Outwit and Sentinel 2's Perplex to make his AV11
Blue Beetle Sides to I8
Red Robin Perplexes Iron Monger's Damage to 4.
Iron Monger RS to E9 on Sentinel 2, AV11 on DV18. Gets 6. This is not the time to hit one of these slumps.
Star-Lord RS to G9 on Sentinel 1. AV10 on DV18. Gets 6. Wait, forgot for a second that the things have ESD. Still a miss, but by a lot more. (My gosh, those things are loaded for only 100 points.)
Jackal heals Star-Lord 2 for free, then moves to F6
Melter Sides to D8
WKD17-09 Blue Beetle J10 (1)
RE04 Terra K2
GOTG2M Rocket (Degenerate: 3) F10
BM206 Red Robin K9 (1)(Stealth)
GOTG2M13 Star-Lord (Degenerate: 2) @ G9
IIM Iron Monger 2.0 (Magik Fragment) @@ E9 (1)
EAX Jackal @ F6 (Stealth)
IIM Melter @ D8
One ID Card
5098
Actually Star-Lord can't be healed by Jackal. Jackal's biggest weakness is the point value limitation for a character to be healed. Believe me, I wish it were otherwise. They have to be 75 points or less. Rocket was fine, Star-Lord not so much.
As Pyro clears he makes a construct in K17.
Forge makes the Sentinels av + 1 thru his brilliant tactician and their shared mystical keyword (I'm not sure just who these Sentinels are).
Sentinel 1 incap on Melter, Rocket, Quill. SC is 6, so Quill is safe. Beetle then. Sentinel 2 makes its av 11. Rolls 7. Rocket is too far away to pc. Rocket ss: 6, he's safe. A token to Beetle, a token click to Melter.
Sentinel 2 ee on Rocket, Beetle and IM. Gets 8. Again, Rocket's too far away. SS for Rocket: 6. 1 to Melter and Beetle each after toughness.
Jean tks Forge to E18.
Forge heals Sentinel 2 by a click and heads back.
Construct to the porter, pops out at L10.
Storm outwits Rocket's pc.
You may find the Sentinels intimidating but they aren't succeeding much.
You may find the Sentinels intimidating but they aren't succeeding much.
You're kidding, right? They may not be doing whopping amounts of damage, but they're Incapping me to death. Leaving me with only one or two actions which is barely enough to scratch them, if I'm lucky, and any damage I am doing, Forge is healing right back. I have had three turns now where - aside from KOing Dazzler whom you basically gave me on a platter, and technically you KOd her, not me - I have made zero progress against your team.
As for who they/he are/is, Loki made the Tri-Sentinel
Actually, reading that, I'm not sure it would be eligible for the playing 3 generics, as there is only one (and really I'm not liking that I'm having to wade through that dial three times, but that's just me kvetching again.) But I guess that train's already left the station.
Star-Lord is fixed.
Red Robin Outsiders the closest Sentinel, Perplexes his AV to 11, tries to shoot it, DV18. Gets 8. Okay, that's a hit for 1. Wait. Viv can PC that. 3. That's a miss.
Rocket on the closest and on the Flame Construct. AV10 on DV18 and DV15. Gets 3. Can't even hit the Construct with that.
Star-Lord, I guess I'd better save Beetle, on the Construct. AV10 on DV15. Gets 4.
Really, really don't need another one of these stupid dice slumps right now.
WKD17-09 Blue Beetle J10 (2)
RE04 Terra K2
GOTG2M Rocket (Degenerate: 3) @ F10
BM206 Red Robin @ K9 (1)(Stealth)
GOTG2M13 Star-Lord @@ G9 (2)
IIM Iron Monger 2.0 (Magik Fragment) E9 (1)
EAX Jackal F6 (Stealth)
IIM Melter D8 (2)
One ID Card
5098
"We can't hurt these things," Blue Beetle complained as their shots just kept pinging off the Sentinels armor.
"Don't give up," Red Robin said. "Batman wouldn't give up. Though," he added to himself, "I really wish Batman were here right about now. He'd figure something out."
I get that the Sentinels are slowing you down, and I feel for you a bit after Graviton and Clock King. But my complaint is that they're only hitting half the time. Limiting to you, yes, but not nearly as bad as it could be.
I suppose that's small consolation. Maybe the Tri-Sentinels should be separate, not a trio. My original plan was to draft a mix one Tri, the Cap Sentinel and a DOFP piece. Any grouping of them, I still think of them as generic Sentinels.
Even with the Sentinels, you're still ahead a bit in this one.
Beetle is in I8.
Jean tks Longshot to G22.
Flame on Robin. Needs 7, rolls 7. Rocket makes it 10. 2 to Robin. KOs the construct.
I hate to pour on the pressure but so be it. Forge bts the robots avs.
TS 1 on Melter, Rocket, Beetle to incap. Rolls 9. SS for Rocket: 1. Yeah. A token to all 3 but a token/click to Rocket who gets 3 more thanks to the denegration stuff.
Pyro makes a new construct. It moves to the porter and pops out at L10.
Storm outwits IM's invulnerable. Needs 8 to hit him, rolls 6. 5 via Sentinel 1: 5. Longshot: 7.
"Stay back, gang," Rocket Raccoon says, "I have an idea."
Rocket darts into Sentinel territory. "I'm a small target," he thinks to himself, "Maybe I can get past them."
"Target approaches," the Sentinel says, "Exterminate."
"Can't we discuss this first?" Rocket asks. The power of the blast is a blessing, though. While it hurts Rocket a great deal, it thrusts him away from the Sentinels range.
Sorry if I've been whiny last few turns. I jut am feeling rather stuck in the current situation. Maybe once I get a few replacements in, I may be able to accomplish more, but part of the problem is I'm playing with mostly mid-late dial figures who are off their most useful clicks.
Terra Sides to L4, attacks the Construct. AV10 o DV15. Gets 8. It's out.
Red Robin does Outsiders on the nearest Sentinel.
Jackal to I9, gives Blue Beetle 2 healing, Outwits that Sentinel's Invincible.
Iron Monger attacks it. AV10 on DV18. Gets 8. Viv makes it 9. A solid hit at last. 3 to that Sentinel.
Iron Monger will use its Perplex and up his own DV to 18
WKD17-09 Blue Beetle (Degenerate: 2) I8
RE04 Terra @ L4
GOTG2M Rocket F10 (4)
BM206 Red Robin K9 (3)(Stealth)
GOTG2M13 Star-Lord G9 (2)
IIM Iron Monger 2.0 (Magik Fragment) @ E9 (1)
EAX Jackal @ I9 (Stealth)
IIM Melter D8 (2)
One ID Card
5098
"I'm a genius. If I can't adapt my armor's systems to find some way to defeat these Sentinels, then I'm no better than this rodent here," Iron Monger said, getting in a solid shot at the nearest Sentinel.
Don't worry about being whiny, I get it. I remember feeling a bit whiny with Kang not so long ago.
Even with Forge, that Sentinel's not gonna heal up too fast. Jean tks Forge to the porter anyway and heals Sentinel 1 before porting back.
Not that that particular Sentinel can do anything this turn. The other two are game, however.
Forge boosts the Sentinels av to 11.
Sentinel 2 incap on IM, Quill, Beetle. SC is 4. Rolls 11. A token to all 3.
Sentinel 1 makes 3's av 12.
Sentinel 3 ports to KL12,13, incap on IM, Beetle, Melter. Rolls 6. A token/click to IM, a token only to Melter. Beetle is now pushed for 1 and therefore takes 2 denegration tokens.
Storm on IM, outwits his invulnerable. Needs 8, rolls 3. Viv makes it 6. Longshot: 6.