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1) Madame Hydra pushes to run to K-10. Madame Hydra takes no pushing damage as a result of being adjacent to Red Skull with Inspiring Command at the start of the action.
2) Red Skull pushes to run to L-11.
Everyone else clears.
Token to CP.
HYDRA! (home)
1) E Red Skull 100pts (6/7) L-11 @@
w/Armor Piercing 10 pts
w/Contingency Plan 12 pts ##
w/Inspiring Command 15 pts
2) R Fixer 52 pts KOKOKO
3) LE Madame Hydra 39 pts (5/5) K-10 @@
4) R HYDRA Officer 30 pts KOKOKO
5) R HYDRA Officer 30 pts KOKOKO
6) R HYDRA Medic 12 pts (1/3) Q-15
Total: 300 pts
Theme PC: 0
Red Skull: 1 SA, 2 AST
Fixer: 1 DFD
Madame Hydra: 3 SA, 1 KO
Officers: 1SA, 7 DFD
HYDRA Medic: 1 SA, 1 KO
vs.
Justice League International!
1) E Fire & Ice* 131pts (3/8) C10/C11 @@
*w/Construct 14pts
2) R Mister Miracle 64pts (2/6) D10 @@
3) E Booster Gold (HT) 38pts KOKOKO
4) LE Ted Kord 51pts KOKOKO
Total: 298pts
Theme Team PCs: (0/2)
Fire/Ice: 1 KO
Miracle: 1 AST
Ted: 3 SA, 2 KO
LO: O-16, P-15, I-7, L-7
HO: O-15, J-7
Debris Squares: P-7
BFC: KNOCKOUT GAS
Characters occupying indoor terrain modify their speed values by -2. Characters using Smoke Cloud can place up to eight hindering terrain markers.
Just realized that all you can do is clear, so I'll just skip ahead to my next turn. JLI Turn 12B
Clear.
HYDRA! Turn 13A
free) Red Skull perplexes up his own defense by +1.
1) HYDRA Medic runs to M-11.
Everyone else clears.
Token to CP.
HYDRA! (home)
1) E Red Skull 100pts (6/7) L-11 (perplexing up his own defense +1)
w/Armor Piercing 10 pts
w/Contingency Plan 12 pts ###
w/Inspiring Command 15 pts
2) R Fixer 52 pts KOKOKO
3) LE Madame Hydra 39 pts (5/5) K-10
4) R HYDRA Officer 30 pts KOKOKO
5) R HYDRA Officer 30 pts KOKOKO
6) R HYDRA Medic 12 pts (1/3) M-11 @
Total: 300 pts
Theme PC: 0
Red Skull: 1 SA, 2 AST
Fixer: 1 DFD
Madame Hydra: 3 SA, 1 KO
Officers: 1SA, 7 DFD
HYDRA Medic: 1 SA, 1 KO
vs.
Justice League International!
1) E Fire & Ice* 131pts (3/8) C10/C11
*w/Construct 14pts
2) R Mister Miracle 64pts (2/6) D10
3) E Booster Gold (HT) 38pts KOKOKO
4) LE Ted Kord 51pts KOKOKO
Total: 298pts
Theme Team PCs: (0/2)
Fire/Ice: 1 KO
Miracle: 1 AST
Ted: 3 SA, 2 KO
LO: O-16, P-15, I-7, L-7
HO: O-15, J-7
Debris Squares: P-7
BFC: KNOCKOUT GAS
Characters occupying indoor terrain modify their speed values by -2. Characters using Smoke Cloud can place up to eight hindering terrain markers.
Starting to run out of places to run to - Madame Hydra is downright frightening with the Insp. Command. Skull running with her...
1) Fire/Ice to E6/E7
2) Miracle to F6
HYDRA! (home)
1) E Red Skull 100pts (6/7) L-11 (perplexing up his own defense +1)
w/Armor Piercing 10 pts
w/Contingency Plan 12 pts ###
w/Inspiring Command 15 pts
2) R Fixer 52 pts KOKOKO
3) LE Madame Hydra 39 pts (5/5) K-10
4) R HYDRA Officer 30 pts KOKOKO
5) R HYDRA Officer 30 pts KOKOKO
6) R HYDRA Medic 12 pts (1/3) M-11 @
Total: 300 pts
Theme PC: 0
Red Skull: 1 SA, 2 AST
Fixer: 1 DFD
Madame Hydra: 3 SA, 1 KO
Officers: 1SA, 7 DFD
HYDRA Medic: 1 SA, 1 KO
vs.
Justice League International!
1) E Fire & Ice* 131pts (3/8) E6/E7 @
*w/Construct 14pts
2) R Mister Miracle 64pts (2/6) F6 @
3) E Booster Gold (HT) 38pts KOKOKO
4) LE Ted Kord 51pts KOKOKO
Total: 298pts
Theme Team PCs: (0/2)
Fire/Ice: 1 KO
Miracle: 1 AST
Ted: 3 SA, 2 KO
LO: O-16, P-15, I-7, L-7
HO: O-15, J-7
Debris Squares: P-7
BFC: KNOCKOUT GAS
Characters occupying indoor terrain modify their speed values by -2. Characters using Smoke Cloud can place up to eight hindering terrain markers.
free) Red Skull perplexes up Madame Hydra's speed by +1.
1) Madame Hydra uses 2 CP tokens to modify her speed by +2. Madame Hydra runs to E-1.
2) Red Skull runs to H-10.
Medic clears.
Token to CP.
HYDRA! (home)
1) E Red Skull 100pts (6/7) H-10 @ (perplexing up Madame Hydra's speed by +1)
w/Armor Piercing 10 pts
w/Contingency Plan 12 pts ##
w/Inspiring Command 15 pts
2) R Fixer 52 pts KOKOKO
3) LE Madame Hydra 39 pts (5/5) E-1 @ (speed perplexed up +1 by Madame Hydra)
4) R HYDRA Officer 30 pts KOKOKO
5) R HYDRA Officer 30 pts KOKOKO
6) R HYDRA Medic 12 pts (1/3) M-11
Total: 300 pts
Theme PC: 0
Red Skull: 1 SA, 2 AST
Fixer: 1 DFD
Madame Hydra: 3 SA, 1 KO
Officers: 1SA, 7 DFD
HYDRA Medic: 1 SA, 1 KO
vs.
Justice League International!
1) E Fire & Ice* 131pts (3/8) E6/E7 @
*w/Construct 14pts
2) R Mister Miracle 64pts (2/6) F6 @
3) E Booster Gold (HT) 38pts KOKOKO
4) LE Ted Kord 51pts KOKOKO
Total: 298pts
Theme Team PCs: (0/2)
Fire/Ice: 1 KO
Miracle: 1 AST
Ted: 3 SA, 2 KO
LO: O-16, P-15, I-7, L-7
HO: O-15, J-7
Debris Squares: P-7
BFC: KNOCKOUT GAS
Characters occupying indoor terrain modify their speed values by -2. Characters using Smoke Cloud can place up to eight hindering terrain markers.
Starting to run out of places to run to - Madame Hydra is downright frightening with the Insp. Command. Skull running with her...
Yeah, I hadn't really thought of the combination until just before this game! It's turned out pretty well, I think. Looks like it's going to be a crazy last turn or two here!
HYDRA! (home)
1) E Red Skull 100pts (6/7) H-10 @ (perplexing up Madame Hydra's speed by +1)
w/Armor Piercing 10 pts
w/Contingency Plan 12 pts ##
w/Inspiring Command 15 pts
2) R Fixer 52 pts KOKOKO
3) LE Madame Hydra 39 pts (5/5) E-1 @ (speed perplexed up +1 by Madame Hydra)
4) R HYDRA Officer 30 pts KOKOKO
5) R HYDRA Officer 30 pts KOKOKO
6) R HYDRA Medic 12 pts (1/3) M-11
Total: 300 pts
Theme PC: 0
Red Skull: 1 SA, 2 AST
Fixer: 1 DFD
Madame Hydra: 3 SA, 1 KO
Officers: 1SA, 7 DFD
HYDRA Medic: 1 SA, 1 KO
vs.
Justice League International!
1) E Fire & Ice* 131pts (2/8) E4/E5 @@
*w/Construct 14pts
2) R Mister Miracle 64pts (2/6) F5 @@
3) E Booster Gold (HT) 38pts KOKOKO
4) LE Ted Kord 51pts KOKOKO
Total: 298pts
Theme Team PCs: (0/2)
Fire/Ice: 1 KO
Miracle: 1 AST
Ted: 3 SA, 2 KO
LO: O-16, P-15, I-7, L-7
HO: O-15, J-7
Debris Squares: P-7
BFC: KNOCKOUT GAS
Characters occupying indoor terrain modify their speed values by -2. Characters using Smoke Cloud can place up to eight hindering terrain markers.
Unfortunately, Fire and Ice can't completely get to that position because they only have 7 speed and must have their second base in the position the first base passed through since they are a peanut base. Since they use all 7 squares of movement to get there, and they can't stop on two different elevations, the only way they can get to K-6 is if they stop in L-5/K-6 and the only way they can get to K-7 is if they stop in L-8/K-7, I believe.
1) Madame Hydra uses 2 CP tokens to modify her attack value by +2, using Ranged-Combat Expert against Fire and Ice. It's a 9+2(2 CP tokens) against a 16+1(hindering terrain bonus), requiring a roll of a 6. And the roll is... 4,5=9, which is a hit. Mister Miracle will PC that. And the reroll is... 5,1=6! Which is just enough for the hit. Madame Hydra deals 2+2=4 clicks of damage to Fire and Ice, which is good enough for the KO. Madame Hydra gains 1 SA pt. Madame Hydra gains 1 KO pt. Red Skull gains 1 AST pt.
Everyone else clears.
Token to CP
HYDRA! (home)
1) E Red Skull 100pts (6/7) H-10 @ (perplexing up Madame Hydra's speed by +1)
w/Armor Piercing 10 pts
w/Contingency Plan 12 pts ##
w/Inspiring Command 15 pts
2) R Fixer 52 pts KOKOKO
3) LE Madame Hydra 39 pts (4/5) E-1 @@
4) R HYDRA Officer 30 pts KOKOKO
5) R HYDRA Officer 30 pts KOKOKO
6) R HYDRA Medic 12 pts (1/3) M-11
Total: 300 pts
Theme PC: 0
Red Skull: 1 SA, 3 AST
Fixer: 1 DFD
Madame Hydra: 4 SA, 2 KO
Officers: 1SA, 7 DFD
HYDRA Medic: 1 SA, 1 KO
vs.
Justice League International!
1) E Fire & Ice* 131pts KOKOKOKO
*w/Construct 14pts
2) R Mister Miracle 64pts (2/6) F5 @@
3) E Booster Gold (HT) 38pts KOKOKO
4) LE Ted Kord 51pts KOKOKO
Total: 298pts
Theme Team PCs: (0/2)
Fire/Ice: 1 KO
Miracle: 1 AST
Ted: 3 SA, 2 KO
LO: O-16, P-15, I-7, L-7
HO: O-15, J-7
Debris Squares: P-7
BFC: KNOCKOUT GAS
Characters occupying indoor terrain modify their speed values by -2. Characters using Smoke Cloud can place up to eight hindering terrain markers.
And I have to clear! Good game, sir - should have reviewed those duo movement rules a little more carefully before bringing them out. Congrats on the win, sir.
And I have to clear! Good game, sir - should have reviewed those duo movement rules a little more carefully before bringing them out. Congrats on the win, sir.
Yeah, I think the rules have changed a couple times. I always get confused with them, myself. I spent a lot of time mapping out exactly where I would have to move to have a shot at either Fire and Ice or Mister Miracle. After looking at it for what seemed like an hour or so, with that specific area being a blindspot, I realized that due to peanut base rules I would have a shot. Very lucky on my part.
It really could have gone either way there; I had to get lucky in a few spots just to have it end on a coin flip like that. You are obviously an excellent player as your past several seasons have shown, and I really enjoyed playing against you. I really appreciate your act of sportsmanship in completing the game today when you could have just let the clock run out with it being Easter and all.
I can't say enough how exciting and fun our game was; I now consider it to be one of my all-time great games in online or real-life, and I would have felt that way regardless of the outcome. It was truly a treat, and hopefully, we will meet again in the playoffs!