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True DB, but it isn't like there are that many offensive options for the Runaways. Eventually they're going to have no attacks to make, so it isn't unthinkable to heal up once every 3 turns.
Of course, if it isn't theme, you can just put a trusty Jane Foster next to her...
Fortunately he can't Leapfrog Jane.
"Nobody important? That's amazing. You know, in 900 years of traveling time and space I've never met someone who wasn't important."
Quote : Originally Posted by Ricosan95
Quote : Originally Posted by Originally posted by Rokk_Krinn
Man I wish they never changed the leapfrog power. He could have carried up wiccan and a bunch of other teens, then Wiccan could carry them all away when needed because of his SP.
Leave's become most beautiful when they're about to die
Whoops. No, I didn't. I thought I'd sent in a move after your latest (the one where Gert pushed and Chase took a swing) but appears it didn't go through and by the time the three of us were chatting about Nico I was back to phone instead of full laptop (not the best way to play). Sorry for the wait.
Turn 12A
1. Ken L/C's to J-9. "C'mon gang. Clock's ticking!"
2. Despite that the others clear and Namora continues to hate the lack of water.
The Runaways
1) U Nico Maru - 83 pts (5/6) W-2
2) E Karolina Dean - 62 pts (6/6) W-1
3) E Molly Hayes - 60 pts (0/4) KOKOKO
4) R Gertrude Yorkes & Old Lace - 57 pts (6/7) K-15 @@
5) R Chase Stein - 37 pts (6/6) V-2 @
Total: 299 pts
Nico Maru: 2 SA, 5 AST
Karolina Dean: 4 SA
Molly Hayes: 1 SA
Gertrude Yorkes: 2 SA, 1 DFD
vs.
The Agents of Atlas
1) V Jimmy Woo - 50 pts (5/6) A-8
2) U M-11* - 67 pts (8/8) A-9
*w/ Auto Regen 12 pts
3) V Gorilla Man** - 70 pts (5/8) @ J-9
**w/ Auto Regen 12 pts
4) V Namora - 86 pts (3/7) U-2
Whoops. No, I didn't. I thought I'd sent in a move after your latest (the one where Gert pushed and Chase took a swing) but appears it didn't go through and by the time the three of us were chatting about Nico I was back to phone instead of full laptop (not the best way to play). Sorry for the wait.
Don't worry. Seeing as you're playing simultaneously in about 5 games, I think a missed turn is excusable.
Meh, I wish I could blame that but being the other games are hardly active it's just my brain being futtzy.
1. (free) Jimmy rolls for Leadership and snags a 5 so all four may act this round, if desired.
2. Namora goes to M-5 to see if her teammates need her help. (What? You going to tell Namor's older cousin that she's retreating?)
3. Jimmy moves to H-9.
4. (free) Jimmy Perplexes Ken's damage +1.
5. Ken pushes to Ranged Combat Attack Gertie & Old Lace. Attack 9 versus 15. Attack is 3 + 3 = 6; 2 damage after Toughness. I'm not sure Knockback happens here as I'm not sure she takes the clicks that push her on to Charge before that; I believe so.
6. M-11 moves to G-9.
The Runaways
1) U Nico Maru - 83 pts (4/6) W-2 @
2) E Karolina Dean - 62 pts (6/6) W-1 @
3) E Molly Hayes - 60 pts (0/4) KOKOKO
4) R Gertrude Yorkes & Old Lace - 57 pts (4/7) K-15
5) R Chase Stein - 37 pts (6/6) X-2
Total: 299 pts
Nico Maru: 2 SA, 5 AST
Karolina Dean: 5 SA
Molly Hayes: 1 SA
Gertrude Yorkes: 2 SA, 1 DFD
vs.
The Agents of Atlas
1) V Jimmy Woo - 50 pts (5/6) @ H-9
2) U M-11* - 67 pts (8/8) @ G-9
*w/ Auto Regen 12 pts
3) V Gorilla Man** - 70 pts (4/8) @@ J-9
**w/ Auto Regen 12 pts
4) V Namora - 86 pts (2/7) @ M-6 [Flight OWed]
naw, you have to be showing charge before you take the clix of damage to avoid KB. since it is not a straight shot, you get to choose, and because of the wonky KB rules, you can actually put her in your choice of:
I-17, K-17, or M-17. Lemme know your choice, and I'll take my turn.
oops. i didn't notice this before or i woulda mentioned it. nico outwitted namora's flight. the farthest she coulda gotten was P-4, because she has to use the stairs. since this is just an exhibition, i'll just put her there and take my turn. if you would have rather done something drastically different we can just tap it back.
1) Karolina HSS to Q-5 vs Namora. 10 vs 15. I dunno if those stairs are elevated, but whether it is a CC or ranged attack, the roll is the same. Hits with a 9 for the KO! Finishes in U-9.
2) Chase to V-9, Nico in V-10
3) Gerty to U-10
The Runaways
1) U Nico Maru - 83 pts (3/6) V-10
2) E Karolina Dean - 62 pts (5/6) U-9 @@
3) E Molly Hayes - 60 pts (0/4) KOKOKO
4) R Gertrude Yorkes & Old Lace - 57 pts (4/7) U-10 @
5) R Chase Stein - 37 pts (6/6) V-9 @
Total: 299 pts
Nico Maru: 2 SA, 6 AST
Karolina Dean: 6 SA, 1 KO
Molly Hayes: 1 SA
Gertrude Yorkes: 2 SA, 1 DFD
vs.
The Agents of Atlas
1) V Jimmy Woo - 50 pts (5/6) @ H-9
2) U M-11* - 67 pts (8/8) @ G-9
*w/ Auto Regen 12 pts
3) V Gorilla Man** - 70 pts (4/8) @@ J-9
**w/ Auto Regen 12 pts
4) V Namora - 86 pts (0/7) KOKOKO
hey, it doesn't really matter for this practice match, but i wanted to mention something that might come up in your future league matches.
on your last turn, i assumed you were going to plex GM's dmg to shoot Gerty, but if you don't list that in the dice roll, that could cause problems in some of your league matches. reason being, because if you miss with the roll then you could always plex down one of my guy's AVs or something.
the way i avoid this confusion is for the description line i will always describe the attack roll modifiers, like:
Bron shoots Spider Girl 14 (hydra +1, CP+2) vs 19 (hindering).
If I had moved Jinx to have LOF for PC, I will also say "Jinx has PC LOF". This way there is no problem there.
Then under that part, in the comment section, I will put something like:
dmg plex +1
that way there is no question to what you are doing, and you won't have to redo any turns or anything.
Yeah, I usually do that but admit I've gotten a bit "lazy" on this Practice Game which is no excuse - one should always treat things properly.
On the steps - not that it ends up mattering with Namora getting KO'ed either way - I thought you could go diagonal right off the top step as I've had opponents doing that in assorted matches (and even questioned it at which point it was commented to me that if there's no "outline" then the steps are treated as if they're adjacent to the "ground squares".)
That Knockback completely mangled my plans for a last minute blitz attempt.
"Nobody important? That's amazing. You know, in 900 years of traveling time and space I've never met someone who wasn't important."
Quote : Originally Posted by Ricosan95
Quote : Originally Posted by Originally posted by Rokk_Krinn
Yeah, I usually do that but admit I've gotten a bit "lazy" on this Practice Game which is no excuse - one should always treat things properly.
On the steps - not that it ends up mattering with Namora getting KO'ed either way - I thought you could go diagonal right off the top step as I've had opponents doing that in assorted matches (and even questioned it at which point it was commented to me that if there's no "outline" then the steps are treated as if they're adjacent to the "ground squares".)
That Knockback completely mangled my plans for a last minute blitz attempt.
when there are squares with more than one set of stairs like that, you have to go down the stairs all the way before you change elevation. each stair is adjacent to each other stair, but not the non-stair squares that are near them.
for me, the stairs / ladders rules are the most confusing in the entire game.
Actually they make perfect sense to me - now that I know I wasn't crazy - because I kept asking people "Why don't you have to descend the full way? It's not like you're allowed to jump off building tops either and that's the same thing, practically."
"Nobody important? That's amazing. You know, in 900 years of traveling time and space I've never met someone who wasn't important."
Quote : Originally Posted by Ricosan95
Quote : Originally Posted by Originally posted by Rokk_Krinn