You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
a couple things about the questions you guys were asking
1) JB, you can only get 1 AST per figure per SA. So if BC shields range and her pc is also needed for an attack, she only gets 1 AST. A figure can get more ASTs than 1 per action, if flurry is involved. If someone plexes dmg and the flurrier needs the extra dmg on both attacks then the plexer would get 2 ASTs, one for each SA. I would imagine this could also work for people like 2-gun kid, green arrow, etc who can do two shots for one action or whatever.
2) Krueg, check with the commishes, but you are right about how barrier USED to be. I think now in the fle you just need to use barrier to prevent one enemy figure from attacking your entire team, as opposed to preventing all enemy figures from attacking your entire team. I may be wrong about this, but im pretty sure i read that somewhere.
Thank you for clearing it, Evil Twin! As I said, I was OK with the barrier DFD.
Actually, you should see me in RL games, man! I'm my worst enemy! I'm always helping my opponents on how to beat me. Even against my stronger opponents, I usually remind them on how to do things in order to get better shots at me. Like, "Hey, don't waste your Outwit on my Impervious. You have PB!" or "You can TK your guy here and then you'll have LOF to my figures" or "You have another theme PC, why don't you use it?" or "He's a Sharpshooter. He can shoot through figures...". Stuff like that, that often makes me sorry I spoke...
But it's all in the good name of sportsmanship, right?
Can you just do that? Shade's move was legal. It was what came after that which is illegal and needs to be redone isn't it?
Otherwise could I go back and cover up my Johnny Alpha so it doesn't get attacked?
What are you saying? You want me to redo my whole turn, because I moved a figure to a spot where I *thought* it was possible to perform the attack and now that I fixed it, I have to redo everything again?
Look, to make it clear, I only moved Shade so I could be able to TK Ms Marvel to L9, where she could Outwit Sipder-Man's Super Senses. If that wasn't my intention, why move Shade at all???
So, while looking through my HCOnline LOF tool, it appeared there was a clear line to the destination square, with Shade in M6. Obviously, there was not, my bad. So, I fixed his move to another square that allowed the action to be made.
So, if I have to redo my whole turn, Shade will be moved to another spot (say P6, like I did) and the action will be the same, as will the combat values involved. So I can't see why I have to do so, but if you insist...
Actually, I'm only asking you to redo the turn from the point of the illegal action, which is the TK. Shade's movement was legal and before that point, so it does not need to be redone, just like the perplex used on Ms. Marvel's movement.
If I have to redo my turn (which is against the way I'm used to play these games, as Id NEVER ask this to another player, but that's just me), I'll redo the ENTIRE turn.
As I said before, Shade's movement was based on the assumption that Ms Marvel COULD be TK'ed to L9. I made a positioning mistake there, I already admitted it and apologized, so I politely asked you to place Shade somewhere else, so the following actions (TK + Outwit + picking up object + attack) could be made. To my surprise, you didn't allow me to replace Shade and I have to accept that.
But if you want me to redo anything, it'll be everything. Shade's movement and then the following actions with Ms Marvel. Although it strikes me as strange to do so, since the combat values would all be the same...
I realize your intention MAY have been to clear out of the way for a TK, but that doesn't change the fact that the legal action should stay in place because it occured BEFORE the illegal one.
After all, everything worked out for you with this roll, but certainly it is feasible that Shade would also move 1 space back to move out of the way of the Firelord Trick Shot that was lined up for next turn. (11 spaces on the diagonal) So there is a valid reason why Shade would only move 1 space back to stay in stealth.
I've explained my move and the interactions involved, but you don't seem to care. This has nothing to do with possibilities or intentions.
For me it's just plain sportsmanship and allowing others to redo their wrong moves, without totally blowing up their turns. I've done that a zillion times, but that's how I roll...
Ok then, after checking to make sure that it was indeed the way I said it was in terms of redoing a turn, go ahead and redo your last turn from the illegal action TK. (So after the Shade move and perplex).
2) Firelord carries Paramedic and moves to H14. Drop Paramedic in G15. Wildcards will now copy Brotherhood.
Brotherhood) Spider-Man now sans target will move back to H15. Push click (5/6)
Brotherhood) Tessa moves to G14.
*Black Cat will PC the first hit she can see.
Recap:
Skrulls
1) V Ms Marvel 168 pts (9/9) P4 [Def +1]
+ Protected 8 pts
+ Ambush 5 pts
+ Opportunist 10 pts @@
3 SA, 3 KO
2) U Spider-Woman 79 pts (6/7) P3 @@
1 AST
3) Super Apes Peoter 50 pts (5/6) O4
2 AST, 1 DFD (or 2 DFD)
4) LE Esme Cuckoo 50 pts (4/5) O7
2 AST
5) R Shade 27 pts (6/6) M6 @
Total: 397
Versus
Marvel Knights
1) E Firelord 81* (9/9) [H14] @
w/Trick Shot 20
2) E Daredevil (SN) 66** (7/7) [E14] {SHIELD}
w/Lunge 5
3) E Spider-Man (CL) 50 (5/6) H15 @@
w/Lunge 5
w/Maneuver 8
4) R Johnny Alpha 41 KOKOKO
5) R Tessa 39 (6/6) [G14] @
6) E Black Cat (CT) 32 (5/5) [C14] {Brotherhood}
7) E SHIELD Sniper (SN) 22 (3/4) [D14]
8) LE Elektra (XP) 19 KOKOKO
9) R Paramedic (XP) 8 (3/3) [G15] @
Total 396
Stats:
=========
Firelord: 1 DFD
Daredevil: 1 AST
Tessa: 1 AST
Black Cat: 1 or 2 AST
SHIELD Sniper: 1 SA
HO Tombstone N9.
Continual The defense value of a character carrying a Tombstone is modified by +2. After the resolution of an unsuccessful attack against a character carrying a Tombstone, remove Tombstone from the game.
LO Eleha'al Vine H5
Give a character occupying the same square as this object a power action. Roll a d6 and subtract 4 from the result, minimum result 1. Heal the character of damage equal to the result.