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You've got some annoying pieces there. I have one of those bwah ha ha plans. Those rarely work but we'll see.
First I need to get rid of Ameridroid. I'll push test subject 3. Needs 7, rolls 2. Jakeem makes it 6.
Jakeem on him then. Needs 5, rolls 5. Done.
Starman tks Sandman to H10.
Sandman to H16.
Sam phases to E20.
Gate Guardian is up. Rick makes his range 9 and tks him to the porter. Starman makes his dv + 1.
GG pops out at K14, rs to F17 and pulses. Rolls 4. Sandman makes it 7.
GG does 3 with pw. 3 to Gladiator, Rescue, Martinex, Atom (a ko), Whiplash and Wizard (also a ko). Also kos Sandman and Uncle Sam but that's part of my dastardly plan. Really wanted to get Jinku too but beggars etc.
Oh, bonus that all of the above get action tokens. That will ko Rescue and slow down Martinex as well as stop Gladiator and Whip from doing much next turn.
As a giant, GG outwits Oracle's pc.
Ok, two replacements on my end. First for some reason I like that goofy Skyscraper Wonder Woman. She replaces Sand, sides to I18. Needs 7 to do 4 to Gladiator, rolls 11. 4 to him. Almost a first ko.
A trio of SHIELD Agents will replace Sam. One tries his luck on Gladiator. RCEs his av to 10. Needs 6, rolls 5.
Second needs 6, rolls 7. KOs him but only for the first time.
Jakeem drifted but will side back to L8.
So that's 3 kos and Gladiator out for the first time but needs to clear. I suspect I'll pay for this dearly but it was a heck of a turn.
By the way, the SHIELD Agents names are one of those random name generator things, no secret there.
Rick Jones (1) @ H2
AVAS Namor O15
AAOU Baron Strucker (stealthed) I4
Gate Guardian @ F17
JW Jakeem Thunder @ K7 (Dissent) (stealthed)
SLOSH Starman @ G3
JW Wildcat K3
Skyscraper Wonder Woman R @ I19
AI SHIELD Agent (Bennett) @ E19
AI SHIELD Agent (Hornbrook) F20
AI SHIELD Agent (Huntley) @ F19
Test Subject 5 (Blue) I4
Test Subject 3 (Blue) @@ (1) F10
Test Subject 4 (Blue) I3
For a Bwa-ha-ha these things barely ever work plan, I'd say you did pretty well.
But there is an eensy flaw. If Sandman is in the blast radius of Gate Guardian's Pulse Wave, he wouldn't be able to use his PC the roll. Because Pulse Wave.
Well I did move Sandman in order to be able to use his pc, the ko was a bonus.
Sandman moves on his own to J11. There he can safely pc.
Sam moves to I18.
I'll drop the SHIELD guys but keep Skyscraper WW.
I'll push Namor who charges to K19, snagging the hO in M17 en route, trying to ko Gladiator, the first time. Needs 6, rolls 8. KOs them both. Of course Gladiator returns on his 2nd to last click.
Blazing Skull returns in I2.
Rick Jones (1) @ H2
AVAS Blazing Skull I2
AAOU Baron Strucker (stealthed) I4
Gate Guardian @ F17
JW Jakeem Thunder @ K7 (Dissent) (stealthed)
SLOSH Starman G3
JW Wildcat K3
Skyscraper Wonder Woman R @ I19
OR Sandman (2) @ J11
Test Subject 5 (Blue) I4
Test Subject 3 (Blue) @@ (1) F10
Test Subject 4 (Blue) I3
It's the old Nova Blast strategy without actually using the Feat.
Whiplash is KOd by all that too. So 4 replacements. And I'll go all out with the Imperial Guard theme. Lilandra into play in K23
Warstar replaces Atom, Free Action, drops B'Nee in D21
B'Nee Outwits Gate Guardian's Impervious
Warstar Charges to E18 on the Guardian. AV11 +1 from Lilandra on DV18. Gets 7. Enough to do it 5 Damage, again the bonus from Lilandra.
Manta to replace Wizard. She does her once per game Blinding Light Flash. -1AV next turn to Guardian, Skyscraper, Sandman and Test 3. That's going to give a token to all but Guardian and Sandman and the Test Subject will take 1 push Damage as well.
Smasher WXM version will be my last replacement, in Rescue's old spot, but he won't stay there. And at this point 500 point rule is in
Oracle to I22 first
Smasher Charges, grabbing the LO in F15, ending G17, going for the Guardian. AV10 +1 on DV17. Gets 2. Oracle makes it 6. 3 +1 for the LO, +1 for Lilandra -2 for Invulnerable is 3 more to the Guardian.
New Objects and things. Warrstar can get Angrir's Hammer. I'll wait and see on the other stuff.
Part of the benefit to that turn was to even us out points wise. That didn't really work out too well.
Well you may not have evened the two of us out here, but you did manage to get games 1 and 2 a lot closer points-wise.
So I figured you weren't going to let Gladiator get out of that. It's why I didn't bother giving him any goodies. Likewise it is part of my plan to make sure the Gate Guardian doesn't get away
Warstar Charges to F20 on the GG. AV11 +1 on DV18. Gets 4. Oracle makes it 4. GG blocks Sandman's LOF. 2 more to the Guardian KOs him.
Martinex on Skyscraper, Perplexes his AV to 10 on DV17, gets 6. Misses with the EE. Tries again with the Incap. Gets 9. Better. A token to her.
Lil shoots at Skyscraper, AV10 on DV17. Gets 6.
Hussar as my replacement. To G19 to block.
B'Nee takes an Action to give Warstar a Move Action. Warstar to E21, at which point he can pick up B'Nee.
Jinku on Martinex, Av9 on DV16. Gets 2. I don't think Crit hits or misses affect Support rolls any more as he rules say Crits happen with an Attack, and Support specifically says it is NOT an Attack. It's still an abysmal failure, but at least no one's taking damage any more
Smasher Free Action takes Invincible.
Remember that when B'Nee is attached, Warstar's powers can't be countered.
"Who are you, kid? No costume, no obvious power," Wildcat says.
"Just your smarter than average team player," Agent Fitz says, "No powers." Then he pulls out a blaster and presses the trigger. The blast creates a hole in the wall two feet wide. "I'm pretty good with weapons, though."