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Since the Leadership itself was not illegal. And Nightcrawler could legally make the attack. The way it should be handled is Nightcrawler is just pushed.
Or scrap the Nightcrawler attack altogether, and let the other actions stand. No need to redo anything.
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Realistically, I should probably not push him, but clearing him and leaving him where he was means Scott's action wouldn't work either, so I'll token and damage NC.
1) Doctor Octopus 80 pts (6/6) E17 @ [Def +1]
3 SA, 1 KO
2) Mysterio 50 pts (4/4) E16
1 DFD
3) Speed Demon 80 pts (5/5) E18 @
1 SA, 1 KO
4) Overdrive 35 pts (3/3) G2 [Pilot]
1 AST
5) Kingpin 50 pts (4/4) F11
w/ Contingency Plan 12 pts @@@
6) Beetle 75 pts (5/5) F10
7) Charged Up (1/1) F17 @
8) Mysterio Illusion (1/1) G18
9) Mysterio Illusion (1/1) G17
Original Sinister Six ATA on all 18 pts
Total: 400 pts
TTPC 4/4
LO F6
HO G3
Special Object: Force Field Generator D10
Communication Breakdown (attack values)
Before the beginning of the game's first turn, the player playing Communication Breakdown (Home Team) chooses one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
1) Doctor Octopus 80 pts (6/6) E17 [Def +1]
3 SA, 1 KO
2) Mysterio 50 pts (4/4) E16 @
1 DFD
3) Speed Demon 80 pts (5/5) E18
1 SA, 1 KO
4) Overdrive 35 pts (3/3) G2 [Pilot]
1 AST
5) Kingpin 50 pts (4/4) E21
w/ Contingency Plan 12 pts @@
6) Beetle 75 pts (5/5) D20 @
7) Charged Up (1/1) F17
8) Mysterio Illusion (1/1) H17 @
9) Mysterio Illusion (1/1) K18 @
Original Sinister Six ATA on all 18 pts
Total: 400 pts
TTPC 4/4
LO F6
HO G3
Special Object: Force Field Generator D10
Communication Breakdown (attack values)
Before the beginning of the game's first turn, the player playing Communication Breakdown (Home Team) chooses one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
Turn 5A)
Leadership:2
Iceman will swing at the illusion token SC:2 7 vs 14 1,3 miss
Black Queen will do the same SC:5 action token to Black Queen
Free) Cyclops will try to breakaway with sidestep:4 succeeds sidesteps to J-16
Beast will bounce on over to F-21 auto breaking away due to SP and attack Kingpin 9 vs 17 3,2 miss.
Cyclops, Angel, and Nightcrawler clear
1) Doctor Octopus 80 pts (6/6) E17 [Def +1]
3 SA, 1 KO
2) Mysterio 50 pts (4/4) E16 @
1 DFD
3) Speed Demon 80 pts (5/5) E18
1 SA, 1 KO
4) Overdrive 35 pts (3/3) G2 [Pilot]
1 AST
5) Kingpin 50 pts (4/4) E21
w/ Contingency Plan 12 pts @@
6) Beetle 75 pts (5/5) D20 @
7) Charged Up (1/1) F17
8) Mysterio Illusion (1/1) H17 @
9) Mysterio Illusion (1/1) K18 @
Original Sinister Six ATA on all 18 pts
Total: 400 pts
TTPC 4/4
LO F6
HO G3
Special Object: Force Field Generator D10
Communication Breakdown (attack values)
Before the beginning of the game's first turn, the player playing Communication Breakdown (Home Team) chooses one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
Thank you for your help, blue! Let's see if we can make up for the delay.
Sin6 5b)
Free) Leadership fails (1 and 1)
1) Doc Ock removes both pairs of tentacles
.) Illusion on K18 will borrow Kingpin's attack and tries to Incap Black Queen, 11 vs 16. 6, 3 hits (assuming no TTPC because both BQ and Iceman are tokened). Assigns a token and 1 click of damage to Black Queen. Illusion KO'd.
1 SA Mysterio
Free) Charged Up sidesteps to D18, placing Doc Ock in E17 and Mysterio in D19
Free) Doc Ock Outwits Super Senses on Angel
Free) Mysterio Perplexes Speed Demon's damage
Free) Charged Up picks Empower from Overdrive
2) Speed Demon HSS's to F18, placing the Speed Shadow in E18 and attacks Angel, 11 vs 16, Super Senses Outwitted, damage +2 with Empower and Perplex. Critical Miss.
Kingpin will use 1 TTPC to reroll the attack. 3, 4 = 7 hits
1) Doctor Octopus 80 pts (6/6) E17 [Def +1]
3 SA, 1 KO
2) Mysterio 50 pts (4/4) E16 @
1 DFD
3) Speed Demon 80 pts (5/5) E18
1 SA, 1 KO
4) Overdrive 35 pts (3/3) G2 [Pilot]
1 AST
5) Kingpin 50 pts (4/4) E21
w/ Contingency Plan 12 pts @@
6) Beetle 75 pts (5/5) D20 @
7) Charged Up (1/1) F17
8) Mysterio Illusion (1/1) H17 @
9) Mysterio Illusion (1/1) K18 @
Original Sinister Six ATA on all 18 pts
Total: 400 pts
TTPC 4/4
LO F6
HO G3
Special Object: Force Field Generator D10
Communication Breakdown (attack values)
Before the beginning of the game's first turn, the player playing Communication Breakdown (Home Team) chooses one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
.) Illusion on K18 will borrow Kingpin's attack and tries to Incap Black Queen, 11 vs 16. 6, 3 hits (assuming no TTPC because both BQ and Iceman are tokened). Assigns a token and 1 click of damage to Black Queen. Illusion KO'd.
1 SA Mysterio
1 AST Kingpin
Free) Charged Up sidesteps to D18, placing Doc Ock in E17 and Mysterio in D19
Free) Doc Ock Outwits Super Senses on Angel
Free) Mysterio Perplexes Speed Demon's damage
Free) Charged Up picks Empower from Overdrive
2) Speed Demon HSS's to F18, placing the Speed Shadow in E18 and attacks Angel, 11 vs 16, Super Senses Outwitted, damage +2 with Empower and Perplex. Critical Miss.
Kingpin will use 1 TTPC to reroll the attack. 3, 4 = 7 hits for the KO
1 SA, 1 KO Speed Demon
1 AST Kingpin, Overdrive, Mysterio and Octopus
Free) Kingpin Outwits Combat Reflexes on Nightcrawler
3) Charged Up moves to H20, placing Doc Ock in G19 and Mysterio in H19
Free) Doc Ock will borrow Speed Demon's attack and his STTOG trait for his special free Flurry
1st free Flurry:
Doc Ock Flurry #1 against Nightcrawler, 11 vs 17, Combat Reflexes Outwitted. 2, 4 = 6 hits
1) Doctor Octopus 80 pts (6/6) E17 [Def +1]
3 SA, 1 KO
2) Mysterio 50 pts (4/4) E16 @
1 DFD
3) Speed Demon 80 pts (5/5) E18
1 SA, 1 KO
4) Overdrive 35 pts (3/3) G2 [Pilot]
1 AST
5) Kingpin 50 pts (4/4) E21
w/ Contingency Plan 12 pts @@
6) Beetle 75 pts (5/5) D20 @
7) Charged Up (1/1) F17
8) Mysterio Illusion (1/1) H17 @
9) Mysterio Illusion (1/1) K18 @
Original Sinister Six ATA on all 18 pts
Total: 400 pts
TTPC 4/4
LO F6
HO G3
Special Object: Force Field Generator D10
Communication Breakdown (attack values)
Before the beginning of the game's first turn, the player playing Communication Breakdown (Home Team) chooses one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.