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Harley dodged Red Skull's energy blasts. "Missed me, missed me, now you gotta...uh never mind."
"You treat this all like some kind of joke. It is not. It is serious. Deadly serious." The Red Skull shot again, and this time the blast hit home.
Under the cover of the Red Skull's attack, the zombie Skrull advanced.
"Look, I like old monster movies as much as anyone," Starman said trying to use his staff to keep the Skrull at bay, "but that doesn't mean I want to be in one."
"Such power that imbecile possesses. If only I could seize it for my own," Dr. Doom said, shooting at Johnny.
"You would have to fight us all for it," Kang the Conqueror said.
I was thinking Harley needed plot points to do that. Wow.
As for Magneto, he should be at 3. I elected to give Johnny pc as his standard power. His attack on Lightning Lad still works, though, and does 3 actually.
Glad to see you drafting Kang, also. The SN Rookie is still probably the best version of him 'for the points'.
Let's start with JT. Rolls 1 for his trait. Gross. Still attacks Magneto. AV 8 becomes + 1 with Dawny's quarry. Needs 8, rolls 9. 7 for Loki. At least that's done.
Wildfire rs to J7 on Magneto & Kang. Rolls 7. Kos Mags and 1 to Kang.
Starman perplexes Dawnstar's movement to 11. Dawny hss to H14, blocking Magneto, attacking Kang. Needs 6, rolls 6. 2 to him. She gets a new quarry: the zombie Skrull.
Flash hss to G10 attacking the zombie Skrull. Skrull is 3. SC is 2. Needs 6-1, rolls 8. SS is 1. Perfect stuff. 3 to him. Break is 3. He ends in F7 gaining another speed token.
Wildcat is an absolute favorite. Trouble is. while great at what he does, he's vulnerable. (I had meant to add the JW Wildcat to my X-Mas list, almost ordered the variant). Anyhoo---Cos sends him to e10.
Can he hit the zombie Skrull? Skrull is 2. Needs 5-1, rolls 6. Done.
Last thing, can Starman save Dawnstar? She's way too vulnerable where she is. 2. Sadly, no. Attacks the Skrull Commando then. Needs 7, rolls 5.
"You're a time drifter," Dawnstar says to Kang, "Your notoriety stretches to our world, Time Lord."
"I'm flattered," Kang replies as he rolls with her attack, "But if you think you're in my league, you're incredibly naïve."
"Good thing she's got pals," Wildfire says blasting through Kang and onto Magneto, felling him.
"Glad to see some familiar faces," Wildcat says to Flash and Starman as he tosses the Skrull off the roof as he approaches Jack. "Better watch your back, kid. Literally."
Super Skrull will join the others. The Zombie version is excellent, but this isn't a game for high point figures. So I'll take the GG208 discount version.
Hydra Tech to H20
He and Loki Perplex Super Skrull's AV to 12
Super Skrull RS to I20, targets Dawnstar, AV12 on Dv17 +2 -1 for Hydra. Gets 7. 4 to her with Enhancement from the Tech.
Skrull Rebel uses Harley's Pumpkin Pie thing to heal 2.
Dr. Doom to I22
Loki on Starman, AV11 on DV17 +2. Gets 8. SS is 4. 4 to Starman.
Skrull Commando to maybe finish off Dawnstar, AV9 on DV16. Gets 10. SS is 5.
IH014 The Leader* D22
AVM016 Red Skull* (Research +7) B19 (+2 all DVs/Flight)
AVM040 Hydra Technician* @ H20
HA054 Loki* @ J19 (Stealth)
GG205 Dr. Doom* (Magnetic Shield) @@ I22 (3)(ESD)
AVM08b Skrull Commando* @ G17
GG Skrull Rebel* @ K19 (1)
SV46 R Kang I15 (3)
GG208 Super Skrull @ I20
1480
Commando finished off Dawnstar, Im using her cheaper version from Crisis.
JT rolls 6 for his trait. Isn’t much use but he boosts his cvs and picks pc.
Starman on Red Skull. Needs 9, rolls 8.
Wildcat charges to I14. Needs 5 to hit Kang, rolls 7. 3 to him, almost a ko.
Lightning Lad to finish him off with a 6. Gets 2. JT makes it 4.
Some version of Hawkgirl should make my list. I like Sheira a tad bit more than Kendra but her story is better and Clix is cheaper, she replaces Dawnstar. Anything but 2 kos Kang. Gets 3. Good enough. He falls, she sides to I15.
“Time travelers, I’ve faced plenty in my day. My experience tells me they you guys aren’t great shakes in the close combat arena,” Wildcat says stunning Kang with a punch. “Seems like that’s true here, too.”
Rookie SV Kang is a good Kang when you need a bargain Kang, but he's still an old <100 point figure that is pretty squishy.
Mystique is on my list. The UXM version has an interesting trick with her Shapeshifter, and maybe I'm playing her wrong, but I've always felt like it limits her. Sure, she's nearly impossible to KO, but that just leaves her wandering around Force Blasting, which has enough counters to make it similarly limited. So what I was getting at with all that is I'll use the DOFP instead. She just stays in the starting area this turn and Perplexes Red Skull's AV to 13
Skull RS to B18, targets Starman, AV13 on DV19 with his ESD. Gets 10. SS is 1. That will KO him.
Loki Perplexes Hawkgirl's Damage to 2. Technician makes it 1.
And that's my turn.
IH014 The Leader* D22
AVM016 Red Skull* (Research +7) @ B18 (+2 all DVs/Flight)
AVM040 Hydra Technician* H20
HA054 Loki* J19 (Stealth)
GG205 Dr. Doom* (Magnetic Shield) I22 (3)(ESD)
AVM08b Skrull Commando* G17
GG Skrull Rebel* K19 (1)
GG208 Super Skrull I20
DOFP Mystique D21
1562
* can use Harley's Pumpkin Pie Ability
"Your weapon appears to be formidable," the Red Skull told Starman. "Mine is better." Jack tried to use his rod to create a shield to protect himself from the blast, but the Red Skull seemed to be accurate in his assessment of their weaponry, and Starman was knocked out cold.
JT rolls for his trait: 3. I still pick pc. He sides to G10.
Wildfire rs to E12, needs 8 to hit Red Skull. Gets 6 and 10 for JT. 3 to him after toughness.
Enter Starfire. While there was no question of her inclusion, which version wasn't a certainty. I'll try out the WK Koriand'r piece. Directly replacing Starman she uses Outsiders on Red Skull. Transporter to D10, attacking him. Needs 7, rolls 10. He's koed. But not really, not with Harley's stupid thing. He's back on his 2nd to last click. Really shot myself in the foot with her trait.