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I'd dispute Red Wolf's Adjacency to make a close attack. The top square of a "Stairway" for elevated is only adjacent to the bottom square of that stairway, and vice versa. But as a miss, well keep it moving.
Voodoo does the Free MC on him, AV10 on DV17. Gets 3. He PCs that to 3.
Scarlet Witch on Red Wold, AV11 on DV17. Gets 5. Her PC makes it 5. Excuse the language, but WTF?
Asp Sidesteps to I7
Mackerel Charges to N12, attacks Red Wolf, AV9 +1 on DV17 +2. Gets 7.
Plankton's lucky to have survived one turn, I'll push him. Can he break? Gets 4. Charges to D19 on Storm, AV9 +1 on DV17. Gets 10. Diable makes it 10. Heinrich makes it 6.
I missed Red Wolf's terrain issue, you're right. So to correct it, he'll charge to M10. He'll attack Doom instead. Needs 7, rolls 8. Voodoo makes it 9. Witch makes it 9 again. 3 ew to him. 1 to Red Wolf.
Pyro makes a new construct. Isis tks it to J15.
Construct charges to J12 attacking Bro. Needs 9, gets 10 ( 2 5s). SS is another 5, though.
Isis (Egypt) @ I23
GSX Storm (Kenya) G20
El Diablo L20 (Mexico) (stealthed)
AVX Black Panther (Wakanda) F23
Red Wolf (USA) @@ (1) M10
Empress J17 (Haiti)
AOU Baron Strucker (Germany) (Evolution-0) D23
Test Subject (1) G19 (Click 3) (Heinrich)
Test Subject (3) E17 (Click 3) (Franz)
Test Subject (Click 1) H23 (Helga)
DOFP Pyro @ I20 (Australia)
Flame Construct @ J12
I missed Red Wolf's terrain issue, you're right. So to correct it, he'll charge to M10. He'll attack Doom instead. Needs 7, rolls 8. Voodoo makes it 9. Witch makes it 9 again. 3 ew to him. 1 to Red Wolf.
He can't do that now. There's an Atlantean at the bottom of the stairs blocking his way.
Even if you got rid of the Atlantean, as soon as he hits that lower elevation square, he will be basing Brother Voodoo and would have to stop.
For me, this is the most frustrating game we're playing. It seems fairly even but it's a Herculean effort to get to you. If you have any ideas on shaking this up, let me know. I'm thinking we could speed this up. Maybe do the Thor game trick where we remove one opposing figure at a time for three turns.
Empress to mc Sunfish. Needs 6, rolls 3. El makes it 10.
Sunfish on Voodoo. Makes his av 10. Needs 8, rolls 7. I can't even make you waste your pc.
Sasquatch...been itching to play him for some reason. Isis sends him to I15. He'll take up his hss and moves to L12, tries to attack Bro. Needs 8, rolls 3. Pcs it to 9. 7 for Bro. Break? 5. he ends in I18.
This is a slower moving game. Probably because I'm not throwing my figures at you and at the same time I'm spending 2/3 of my efforts on your test subjects and flame constructs. But you could probably say the same of my Atlanteans. I'd be fine with removing a figure a turn for three turns. You can go first next turn.
Doom shoots out the last square of your Barrier
Mackerel to F16
Brother Voodoo tries to hit Empress first ,AV10 on DV16 Gets 8. SS is 1. 2 to her.
Now he has a token, he can free MC. Rolls 4. Wanda makes it 4. Voodoo makes it 3.
I'll remove Strucker. For the same reason you took out Namor, no doubt. It's all these unending waves of free characters that are slowing things down. At least partially.
Voodoo tries his free MC on Empress again. AV10 on DV16. Gets 12. Such a waste. SS is irrelevant as again a 12 automatically hits.
Empress to break? Gets 6. Heads to M13
Scarlet Witch on her, AV11 on DV16. Gets 9. SS is 1. 3 to her.
Asp Sidesteps to K8, tries for Empress, AV10 on DV16. Gets 5. Wanda makes it 10. KOs her.
Guppy to M13 to block.
If we're going to be running through figures a lot in the next couple turns, I may need my back-up TKer. Manifold in for Namor. Just hangs for now.
Gaucho Perplexes Sunfire's Range to 7
Sunfire Sidesteps to I11, takes a shot at Sasquatch, AV10 on DV18. Gets 7.
Of course, we can't remove just introduced figures. I can't remove Manifold, for example.
OK, first I'll remove Voodoo. It's between him and Wanda and honestly, I'm not sure which is worse. His free mc is annoying so he wins.
I really want to like the Presence. I wish he was better. He's up and Storm tks him to I15. He'll hss to I14 blasting Sunfire. Needs 6, rolls 9. 2 to him after toughness. HSS to L20.
Isis tks Captain Britain to I15.
He flies to N11, blocking Voodoo, attacking Sunfish. Needs 7, rolls 8. Kos him.