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Blizzard attempts to do a Running Shot Pulse Wave. Rolls for Breakaway. Rolls a 5. Moves to GG29 and Pulse Waves. Rolls a 5,5 = 10 with knockback. Smurf at JJ27 takes one and is knocked back to KK26. Smurf at JJ28 takes one click but the Smurf in KK28 stops him. Smurf in KK28 takes a click but the Smurf in LL28 stops him. Smurf at CC33 takes a click and is knocked back to BB34. Smurf ant DD33 Takes a click but the Smurf in CC34 stops him.
Doctor Octopus shoots the Smurf in FF26. Def. 11 – Att 10 = need to not roll 2. Rolled 4,4 = 8. Smurf takes 2 and is Koed.
Glorfindel’s Smurf Move.
Smurf in E18 attacks the Lackey. Def. 12. – Att. 7 = need 5. Rolled 4,1=5. Lackey takes one click and is Koed.
Smurf in E35 attacks Moondragon. Def. 15 – Att. 7 = need 8. Rolled 1,3=4. Miss.
Smurf in E49 moves to E44.
My move
Black Adam activates Hypersonic Speed and moves to Q34 and attacks Logan. Def. 13 – Att. 10 = need 3. Rolled 1,5=6. (Almost had a heart attack there. Saw the first one and was afraid to move the screen down for a second.) Logan takes 3 – 1 clicks. He then continues his movement by moving to L39.
Hawkgirl goes to soaring mode and moves to T32.
Hawkman passes.
Final Positions
E Black Adam L39
V Hawkman LL26
E Hawkgirl T32 Soaring (4 clicks)
Smurf Moves
Smurf in FF48 attacks Saturn Girl. Def. 13 – Att. 5 = need 8. Rolled 3,5 = 8 hit. Saturn Girl takes another click.
Smurf in SS43 Sewer level moves to OO46 Sewer Level.
Smurf in D30 Sewer Level moves to D36 Sewer Level.
Allied with Wakandaman
Allied with Glorfindel
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
Yeah that's what I was thinking too. I always though HSS characters could move through other figures, but it appears they can only move adjacent (it's also silly that hindering stops them IMO). Well that should make my next move a lot tougher now.
Christ did not come to condemn the world, but to save it.
Saturn Girl Breakaway roll 4 success, Saturn Girl move to GG 49
Runs to medic for healing. (Note: Saturn Girl has 3 damage)
Everyone Else Rest.
#1 V Saturn Girl @ GG 50
#2 U Atom X 48
#3 V Live Wire FF 49
#4 E DEO Agent FF 50
#5 Pog Alfred Pennyworth *** KO **** GG 47
Smurf Atk Hawkman roll 5 miss
Smurf Atk Hawkgirl roll 6,5=11 Hit. Hawkgirl takes 1 damage. (Note: Hawkgirl cannot go soaring without making breakaway roll)
Smurf move at S 33 move to O 39.
Choon Hui - You jumped the gun by about a day. You have to give Doom's Medic a chance to move. Read the schedule. Also the Smurf hit Saturn Girl for another click so she is at 4 damage. And finally Hawkgirl used combat reflexes to get away from the Smurf so she can Soar. Redo your entire move on Monday.
Doom's Medic - Actually the Smurf at E49 moved to E44 so it is out of range of Venom.
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
Aquaman rolls for Leadership: 5 (first time I've needed it!)
Plastic Man perplexes his own range to 5 and attacks the Smurf at M1. AV of 9 vs. DV of 11. Needs anything but a Critical Miss. Rolls a 5 (4+1). Smurf takes 2 and is KOed!
H.P. Rottenbaum moves off the board! (free action)
Teller 2 moves off the board! (free action)
Green Arrow attacks the Smurf at M4. AV of 6 vs. DV of 13. Needs a 7. Rolls an 8 (6+2). Smurf takes 2 clicks.
Flash does a close combat HSS speed attack against Hungry Smurf (U6).
1st attack: AV of 9 vs. DV of 13. Needs a 4. Rolls an 8 (3+5). Hit.
2nd attack: AV of 9 vs. DV of 14. Needs a 5. Rolls a 3 (2+1). Misses. Well that certainly sucks. Smurf only takes one click.
POSITIONS:
Aquaman L5 LO
Green Arrow (4) N3 @
Plastic Man (1) R2 @
Flash (1) U5 @
H.P. Rottenbaum SAFE!
Teller 2 SAFE!
Smurf Move
Cyborg Smurf (F16) attacks Deathstroke. AV of 5 vs. DV of 15. Needs a 10. Rolls a 7 (3+4). Oh well, it was worth a shot.
Smurf at O26 moves to L23.
Smurf at O27 moves to L24.
Story later....
Christ did not come to condemn the world, but to save it.
Evil Teams
Glorfindel’s Syndicate = 17 + 2 (Koed Smurf 15) + 1 (Smurf Koed Lackey 15) = 20
ALC’s Black Justice Society = 20
Richard’s Nasty Boys = 16
Doom Medic’s Bad Hair Day = 9
Alliances:
ALC Marauder and Glorfindel
ALC Marauder and Wakandaman
Doom’s Medic and Richard
Choon Hui and Firstfederal
Turns:
Monday – Team Good (Turn 16)
Tuesday – Team Evil (Turn 16)
Wednesday – Team Good (Turn 17)
Thrusday – Team Evil (Turn 17)
Friday – Team Good (Turn 17)
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
Choon Hui - I am assuming you attacked Hawkman with the Smurf in MM27.
Firstfederal - OK I corrected the Medic.
Looking ahead I do see a slight problem that may occur eventually. With the Smurfs dropping like flies and my team spread all over the board there may come a point when all remaining Smurfs on the board are within 10 squares of your figures or an allies figures. When this occurs the control radius becomes 5 from your allies but remains 10 from your own figures. After that point I don't think there will be many left so we will see what to do then.
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon