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So, if I see it right, 5 to Tyroc. I think I'm going to do something nasty. Or rather, potentially interesting.
Tyroc pushes to call forth the EAXFF Black Panther id card. It outwits Black Orchid's sc and Nightwing, thru Panther, outwits her toughness.
Needs 6, rolls 8. 3 to her. He has flurry and needs 5 to ko her, rolls 6. All done.
Now Tyroc is out.
Deadman on QB. Needs 7, rolls 12. 10 for GM. She takes 2.
The new Black Manta replaces Tyroc. RS to L14 attacking Freeze & GM w/ee. Gets 7. Dings Freeze for 1 and gives him a poison dart. Manta ends in L9.
JC tks Tony to the porter.
He pops out at J14, moves to L13 to block.
Em to E7, picks up poison.
Prometheus to side? 4. Moves to G6. Chooses pc. He boosts Donna's dv.
JC boosts Dick's.
WK Nightwing (Millennium Eye) D7 (stealthed)
Tony Zucco @ J14
JLTW John Constantine G2
WW Donna Troy F12
Vibe F2
Element Man I7
HQ Prometheus G6
JLTW Deadman (3rd life) @ B10
RE Black Manta @ L9
EAXFF Black Panther ID card-L12
I'm feeling like we're at the point where we should push these games to get to end.
Hm, I don't see any way of getting rid of Manta's dart, but if I regen Freeze - rolls 2, heals 1, he's on Toughness and I see nothing about his Poison being penetrating, so that should keep Freeze safe from that at least
Batwing Perplexes Troy's DV to 17
Queen Bee Sides to E13, uses CCE for +1/+1 on Troy, AV10 on DV17. Gets 7. Pretty sure she's out of range/LOF to any of your PC. SS is 3. 2 to Troy after Toughness.
Batwing on her, AV9 on DV17. Gets 4. Grandmaster makes it 12. Still pretty sure no PC on that, so 2 more to Troy after Toughness.
Grandmaster to finish her? AV11 on DV16. Gets 6. SS is 2. KOs her.
Trench in for me now. I'll take two of the JLTW8 versions.
Selene TKs one to F15
It goes HSS to B11 on Deadman, AV10 on DV17. Gets 5. Breakaway? 1.
So much for blocking Donna with him.
Have to use Viv instead. She moves F12, Perplexes her own DV +1
Queen Bee will MM to Viv if her Invulnerable can take it and Batwing if not.
"Donna! Watch it! They're..." Nightwing called out a warning, but Donna saw it already. She moved to block an attack from the deadly Queen Bee, but left herself open to Batwing. Even so, she was holding her own against the two-on-one assault until Grandmaster decided to change the odds.
I'm ok with giving these a little push, although the other one might need a little more time.
Jaina's out. Poisoned by Rex.
Nightwing outwits Viv's invulnerable via Rex.
Manta has wp, rs to I13 ee on Freeze & Viv. 9. 7 for GM. 1 to Freeze after toughness, and a poison dart. Kos Viv. KOs QB. 1 to Batwing. Manta's sp lets him go back to L9.
Rex sides to H9, barriers over QB & Viv.
Replacing Donna are a trio of Skrull Warriors. Not sure why. One of them will be Raksor. I wanted to go old school for one of them and his sculpt is a Skrull Warrior after all. The other two are strictly the CM movie figures.
So JC & Prometheus make the first one's damage 4.
Vibe tks him to A10, goes after Mariana. Needs 6, rolls 8. KOs her.
I'll push Deadman, who ports to L15 and needs 6 to off Freeze, rolls 5. Argh.
Tony pushes to heal Deadman. Makes his av 10. Needs 7, rolls 8. Heal roll doesn't matter.
WK Nightwing (Millennium Eye) D7 (stealthed)
JLTW John Constantine G2
CM Skrull Warrior (Bergen) @ A10
CM Skrull Warrior (Tromso) E2
Raksor D2
Vibe @ F2
Element Man @ H9
HQ Prometheus G6
JLTW Deadman (3rd life) @@ K15
RE Black Manta @@ L9 (Dart-Freeze)
White Tiger teleports to I14, Charges to K10, attacks Manta, AV10 on DV17. Prometheus makes that 7. Blades is 6. Sweet. 4 to Manta after Invulnerable.
Trench HSS to L16 on Deadman, AV10 on DV17. Gets 3. Grandmaster makes it 7. 1 to him after Toughness.
Last replacements will be Hydro-Man and the new Blackie Drago Vulture. Vulture carries Hydro-Man, sidestepping and then Charging to J16, putting Hydro=Man in J15. Vulture on Deadman, AV10 on DV17. Gets 12. Oh my, that will KO Deadman.
Hydro-Man sides to block
CM80 E Selene J23 (1)
BTAS22 Mr. Freeze M18 (5)
IH White Tiger @ K10 (3)
TRM10 Grandmaster I20
BM Batwing F13 (Stealth)(1)
JLTW8 Trench (Tonga) @ L16
SFSM Hydro-Man @ K15
EAX19b Vulture @ J16
1005
Team Player is the new villainous Wildcard. It replaces Minions of Doom and Calculator. Not sure why they felt the need to do that, but there it is.
Mr. Freeze to Regen. Gets 3. Up 2.
I gave Hydro-Man a token last turn. He shouldn't have had one. He will teleport to B11. Tries for the Skrull there. SC is 5. I guess not.
Grandmaster on Manta, AV11 on DV16. Gets 7. KOs Manta.
Batwing on his Skrull. Flurries. SC is 4. AV9 on DV17 +2. Gets 7. Grandmaster makes it 11. Sadly only 2 to the Skrull, so not a KO. Second attack on DV17, no Combat Reflexes any more. Gets 8. KOs it.
Actually I see some heroic characters with Team Player ability, like Panther, though he may be a villain in that piece.
I'll send you a starting line up for the last set of these games, so we can be ready to start them.
Nightwing outwits Hydro's invincible and attacks. Needs 7, rolls 4. 7 for JC. 3 to him.
Bergen on him. SC is 3. Needs 7, rolls 2. And I can't pc that.
Prometheus again chooses pc, goes for Hydro. Needs 6, rolls 11. Finishes him off.
Vibe tks Raksor to F10 after JC makes his av 10.
Raksor ee on Vulture. Needs 8. Gets 7.
My final replacement is Swift. I'd love her to go for Mr. Freeze who's been around forever. Her against Vulture seems like a fun match, though. She charges to K14 attacking him. Needs 7, gets 6. 5 for Prometheus.
Rex Outsiders Vulture.
Swift chooses cr for her Barrel Roll sp.
WK Nightwing (Millennium Eye) @ D7 (stealthed)
JLTW John Constantine G2
CM Skrull Warrior (Bergen) @ (1) A10
Raksor @ F10
Vibe @ F2
Element Man H9
HQ Prometheus @ G6
Celtic Guardian K9
Swift (CR) @ K14