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Judged last week and we had an even number so the Bombshells will have to wait.
This week was HeroClix - Greed:
"What's mine is mine and mine and mine.
And mine and mine and mine!
Not yours!"
Build:
500 pts, 5 actions, Coliseum Age (see below)
Your highest point figure on your team build will gain the MINE! MINE! MINE! power (below) as a trait.
Tournament Play:
MINE! MINE! MINE! - If this figure is 6 or more squares away from its starting area you may give it a power action. When you do you may place any number of friendly characters adjacent to this figure. After actions resolve your turn ends immediately.
Restrictions:
- No figure larger than a 1 x 2 peanut base.
Prizes:
- Retro Boosters... plus we'll also add one 5-figure booster to the prize pool for every two people who buy-in and participate in the event.
Buy-in:
$5 per person.
I wasn't sure what to use and bounced around some ideas. Eventually, I stopped caring and this inspired me the use a nihilist:
(Sculpt swapped with the Collateral Damage version and repainted.
When I use Owlman, I always have a need to use:
Sculpt swapped as well with a JL52 Zatanna which may seem odd but I love the version from the animated movie voiced by Gina Torres and this version has a close look. Gina killed the keyword so I decided I needed range:
Now to make these three good:
Two of these guys for Mastermind Fodder:
Mobility:
Objects:
Computer 3-d (because I was thinking Gina gets Super-Strength down her dial. She don't.
Bookcase 3-d
Stepladder
500 points
Round 1 had me facing Cap24. He is a good player but builds some competitive casual teams. He was loaded for bear tonight and brought the big guns:
Avengers Keyword Themed Team:
275 point Cosmic Spider-Man (I effing hate figures who ignore blocking / elevated terrain for LoF - and this sack has the Avenger keyword )
SF Captain America (all)
Old Man Captain America
Title Captain America
Jane Foster with 100 point Thor sidelined
Asgardian Shield
He won map roll, 'natch and we fought inside the ACME Chemical plant.
He moved, giving CSM the Shield so he had a 21 defense at range.
My guys moved forward.
Turn 2:
He positions 12 squares away, clearing whom he can.
Me:
A henchie slaps around Penguin and makes a deal for Merlyn. +1 to range and attack gives him an 8 range with a 12 attack/P-strike/ 3 damage.
Merlyn RS to the elevated and gains LoF to Old Man Cap and CSM with this Perplexed up defense of 22. Merlyn needs a 10 to hit both and a 5 to hit Old Man Cap.
12 vs 17/22: Merlyn notches 2 arrows and lets them fly. 5 and a 3. Old Man Cap takes 3 damage. This gives the team pause as he didn't think I was in range.
My team can do little else.
Turn 3:
CSM decides to HSS in and shoot at Superwoman - through elevated and hindering, because WK celebrates the Negative Play Experience. As long as you can count to 10 you can drop some dice. Positioning is for old people.
His attack is perplexed up so it is a 12 vs 18. Needs a 6 and rolls a 2 and a 4. No one has LoF to him, obviously, so Gina takes 2 damage. CSM runs back as far as he can.
The Caps shuffle a bit to get them farther away from my limited range team.
Me:
My movement's aren't high enough to get close to his team - especially with them running backwards. I decided to close the gap anyway just to mess with his head.
Superwoman totes a Henchman and flies 7 squares up - 2 short than ideal and drops Henchie in front of her.
Kite-Man grabs Owlman and is able to use all his movement to get Owlman adjacent to Title Captain America. Roland moves up as well.
Turn 4:
Leadership - fail - wait, an action token ups the Leadership roll +2, so it does succeed and CSM has a token removed.
Old Man Cap moves adjacent to Jane and she heals him for 3 clicks of damage - undoing all Merlyn's work.
Another Cap swings on my Henchie. 11 vs 16, needs a 5 and rolls a 3 and a 4.
0-5
CSM uses HSS and targets Gina through elevated and hindering again. 11 vs 17, needs a 6 and rolls a 3 and a 2. That is fine with me.
Old Man Cap side-steps in with Principled Cap. Cap takes a swing on Kite Man. Needs a 6 and rolls a 4 and a 6. Kite-Man takes 3 damage. My opponent is dumbfounded Kite-man still lives. It's Kite-Man, hell yeah!
Old Man attempts to outwit Owlman but LoF crosses Hindering.
Me:
Wizards dumps Smoke Cloud across the elevated vats. He free actions across the rift. Merlyn RS's down one set of stairs and up the other. 12 vs 22 and a 17 (CSM and Old Man). I roll a 5 and a 3. Miss CSM so Old Man Cap takes the 4 damage (3 + Wizard's special).
Owlman debates whether to tussle with Principled Cap or finish off Old Man. I decided to have him attack - 11 vs 15. Needs a 4 and rolls a crit miss.
CSA that crap! Token goes to Penguin. Rolls a 3 and a 3.
50-5
Superwoman flies adjacent to Jane Foster and CSM Spider-Man.
Turn 6:
Jane Foster turns into 100 point Thor. He rolls a 3 so that is where she starts.
His Leaderships fail and CSM is left with 2 tokens. Muhahahaha!
Captain America Principled takes a swing on Kite-Man. Needs a 4 to finish him off and rolls a crit miss! Since everyone else is double-tokened in some way, Principle Cap takes 1 damage and loses Leadership buy gets Outwit.
Me:
Roland calls forth a Henchman - Empower! He brings Roland as he side-steps adjacent to Owlman. Owlman has an 11 vs an 18 defense. I need to get rid of the Outwit, plus he Outwitted Owlman's movement special so I swing on Steve. 11 vs 18 (because I forgot to get the Dealmaker first). Need a 7 and roll a 3+3. CSA! 2 + 3.
Merlyn dual targets Principled and CSM. 12 vs 21 CSM and 20 Principled. Needs a 8+ and he rolls a 5 and a 6! I decide I have to put the damage on CSM (although looking through the units, I could have taken out Principle and give CSM Battle Fury which would have crushed him). Regardless, CSM takes 2.
Superwoman has to clear and I hope CSM fails breakaway.
Turn 7:
Shifting Focus steps up and uses CCE to up his attack: 13 vs Superwoman's 19 defense (17-CR) It is on a diagonal so I have no LoF to the attack. I just need him to... 5 and 6. Drat! Superwoman takes 3 after Toughness.
CSM rolls breakaway to RS. 4. I think I might want to reroll that - 50% is a lower odd of rolling vs the 7 he will need if he gets free. I'll save the PC for the attack. CSM flies out, and shoots Superwoman for 4 damage. I can't CSA it because he is attacking though elevated terrain. 10 vs 17 - needs a 7 and rolls a 4 and 5. Because there is no standard LoF back to Superwoman, Gina takes 4 damage - exactly enough for the KO.
50-155
There is some more movement but time is soon called and nothing exciting happens.
Round 2 vs:
MightyKid the older. He is going to Bridgemap me if he gets the higher roll and he has a +4 to his map. I roll a 4 and a 3. He rolls a Crit Miss!!! Yeah!!!! No Bridgemap today!!!
His is an Asgardian team of:
Chase Odin but no Gungir. Instead he has... Ion. (jaysol reminded me this was illegal due to Odin having the Wielder trait - I'd forgotten all about that).
Chase Thor with Mjolnir
Con Ex Young Avengers Loki w/ Black Hand
C Warrior Soul
I won map so I chose Gotham Garden from No Man's land with the earthquake side up.
Turn 1: I advanced.
Him: Picks his Pick-a-powers and advances. His whole team has a +1 to attack and either Willpower or +1 for each action token added to defense. Odin calls in 2 Red Hawks.
Turn 2:
Merlyn RS out, targets both Red Hawks. 12 vs 16. Need a 4 and rolls a 3 and a 3. Both Red Hawks are KO'd. Those Red Hawks are insane - they have an SP that gives them a keyword.
0-0
Him:
Thor charges up and uses his Reach Charge to target Kiteman who he can only see. 12 vs 17, need a 5 and rolls a KO.
0-15
Loki uses RS from Black Hand and climbs up on the elevated so he can see Wizard. 12 vs 17 for 4 damage. Needs a 5 and rolls a 3 and a 4. Owlman - CSA! 5 and a 4.
0-50
Loki takes one Mystical damage.
Poop. That hurts my team a lot. Wizard was needed to deal more damage and Kiteman was going to get me to base someone.
Turn 3
ME:
Because Loki has 2 action tokens, he can be targeted by characters of 150 points. Owlman readies a Owlrang.
Loki: Shape Change: 5 Fudge!
Owlman targets Thor and his 20 defense. Need a 9 and roll a 1 and 2.
Superwoman - kill him, for me! Gina grabs the Bookcase and charges adjacent to Loki.
Shape-Change: 2 (whew!)
12 vs 17, need a 5. Roll a crit miss! CSA that crap! Penguin eats a CSA token. 4 and a 3.
Super-Senses: 4 (whew!)
140-50
Superwoman takes 1 Mystical. I move a henchman to protect Superwoman in case Odin wants to RS her.
Him: Warrior Soul bases Superwoman. Odin double power actions again and brings in another pair of Red Hawks.
Red Hawk charges my Henchman. 10 on a 16, needs a 6 and rolls a 1 and a 2.
Second Red Hawk charges - 10 vs 16, needs a 6 and rolls a 3 and a 3.
140-55
Turn 4:
Owlman takes a swing on an adjacent Red Hawk. 11 vs 18 - need a 7 and rolls a 1 and a 5. CSA! 1 and a 2. Drat.
Merlyn dual-targets the Red Hawks. Needs a 5 to hit them and rolls a 3 and a 5, Koing both.
140-55
Superwoman attempts to Breakaway to charge Thor and his 18 defense. Breakaway: 2.
Him:
Thor charges in adjacent to get the attack bonus. 12 on a 19. Needs a 7 and rolls a 2 and a 4 and burns a heavy object.
Clear the rest.
Turn 5:
Merlyn pushes to shoot the Warrior Soul. 12 vs 17, needs a 5 and rolls a 3 and a 5. Super-Senses is a 4 and the Warrior Soul is still around. Dang it!
Owlman pushes to punch Warrior Soul. 11 vs 17, need a 6 and roll a 5 and a 3.
165-55
Henchman slaps around Penguin and puts the dealmaker on Superwoman.
Roland Dagget power actions to give Superwoman Shape-Change.
Everyone else clears.
Him:
He debates for a bit and decides to DPA Odin again to make even MORE Red Hawks.
Red Hawk charges in on Superwoman. 10 vs 19 defense - need a 9 and he rolls a 5 and a 4. 2 damage?!?! Superwoman has Invulnerability so she takes no damage.
Red Hawk 2 moves to get in the way.
Thor winds up: 12 vs 19. Shape-Change: 5!!!
Turn 6:
Superwoman has CCE and ups her damage +2 for 5. 12 on a 20 - need an 8 and rolls a 5 and a 4. Thor is double-tokended and so Thor takes 3 damage.
Time!
That was a nailbiter.
1-1
On to face another regular and his Brotherhood of Mutants team of:
150 Juggernaut
76 Lady Deathstrike
Spiral
65 point Magneto
Ape the Batman
Havok
Symbiote Special Object
Turn 1:
He wins map and opts for the fixed side of the Gotham Garden map. He advances.
Me:
Merlyn RS out and dual target Ape the Batman and Deathstrike. Needs a 6 to hit both and rolls a 4 and a 3. 2 to Deathstrike and 1 to the Ape.
15-0
The rest of the team advances.
Turn 2:
He advances some more and clears others.
Me:
Kiteman flies over carrying Owlman and Roland to the far side away from Havok. I don't want to get caught by his area power.
I push Merlyn to double-target Deathstrike and Magneto. 12 vs 17 and an 18. Merlyn drops a 4 and a 5, hitting both. I put all 4 damage (3+ Wizard adjacent) into Magneto.
I move another 5 pieces.
My opponent forgot about Magneto's range / move negative power - but that was 5 actions ago which is way too long.
Him:
Juggernaut side-steps so he can target Owlman. He has the Symbiote attached and rolls for the power. 1. It is placed in Deathstrike's square.
Juggs come rumbling through. 11 vs 19, needs an 8 and rolls a 4 and a 4. Pooh. CSA the roll. 5 and a 5. Ugh.
Owlman Mastermind's it to a Henchman.
15-5
Because Juggernaut hit with a 10+, he removes his action token. Double Pooh.
Turn 3:
Me:
I move Superwoman close by Juggernaut. I want to hit him with the Unfettered Token. Owlman gets placed in hindering and then flings a Owlrang at Spiral and Deathstrike.
Because a Henchie slapped Penguin around, the dealmaker is on Owlman. 12 vs 20 and a 17. He rolls a 5 and a 2, hitting Deathstrike. Spiral uses her PC and he rolls a 4 and a 2. Deathstrike takes 2 damage after Toughness. I wanted to Charge Spiral but I was afraid of getting caught in a single target PW.
Him:
Havok pushes to RS Psy-Blast Area of Effect on Superwoman, Roland, and Kite-Man. 10 vs 18 - needs an 8.
Roll 1,3 PC with Spiral
Roll 1,3 - Themed Prob with Deathstrike.
Roll 1,4
Oof - that sucks.
Juggernaut side-steps (roll a 4) and lines up an attack vs Roland Daggett and Owlman. He rumbles though our squares. 11 vs 19 and 17.
Roll a 2 and a 3 - he has to theme team prob with Magneto.
Rolls a 4 and a 1. Magneto is pushed to death.
80-5
Turn 4:
Owlman slides free and charges Spiral: 12 vs 17, need a and roll a crit miss. CSA! Token to Penguin. He rolls a 3 and a 1.
Dang - now I have to position my team to absorb the pulse-wave. Kite-man flies into range leaving the henchman just out of range of a Pulse-Wave by Spiral.
Superwoman grabs the bookcase and slams it into Cain Marko.
12 vs 18, need a 6 and rolls 3 and a 4. Prob with Spiral. Rolls a 3 and a 3.
Juggernaut roll off: Gina rolls a 4 +4 = 8. Juggs rolls a 3 + 4 = 7. The Helmet is off!!!
Merlyn takes a shot at Havok and his 18 defense and hedges the bet with Deathstrike and her 17 Invulnerability. He rolls a 5 and a 4 and I sink all 4 damage into Havok.
Him:
Juggernaut swings on Gina. 11 vs 20. Needs a 9 and rolls a 3 and a 4.
Spiral PC: 1 and a 4.
Spiral rolls for Pulse-Wave targeting Owlman and Kite-Man. Spiral rolls a 2 and a 4 missing Owlman and hitting Kite-Man for 1.
Turn 5:
Merlyn pushes to target Havok (15 willpower) and Spiral (17 ES/D + Hindering).
TIME! Thank goodness I said the attack just before:
10 on it:
Roll 1: 4 and a 6 Spiral Prob
Roll 2: 5 and a 6 Themed team Prob via Havok
Roll 3: CRIT HIT!!!
I put 2 on Havok and 1 on Spiral and with the crit hit, Havok takes 3 damage and Spiral takes 2 and knockback for 1 more.
161-5
2-1 with under 400 points.
My team wasn't designed to slaughter - I just wanted Owlman to be impossible to KO and he never left his top click.
My team was good, though:
Owlman and Superwoman are still good. Superwoman more so, though.
Merlyn was the man - blasting stuff all night. Awesome performance.
Penguin, I'm really getting the hang of.
LE Wizard is quite fun and useful. I'm glad I got him.
Kite-Man is a useful taxi for bad guy DC teams. Solid job.
Roland was more useful than I expected. Good piece.
The Henchies did what they were supposed to do - die for Owlman.
Last edited by tyroclix; 11/03/2018 at 16:10..
Visible Dials and Pushing Damage need to be optional. This is the way.
Description
"For hearts long lost and full of fright,
For those alone in Blackest Night.
Accept our ring and join our fight,
Love conquers all with violet light!"
Build:
575 pts, 6 actions, Coliseum Age (see below).
The highest point figure on your team build will receive the "GREATEST EMOTION" power (below) as a trait.
Tournament Play:
GREATEST EMOTION - This figure can use Shape Change. When this figure succeeds with a Shape Change roll the figure making the attack receives an action token (in addition to the action token for the attack) and cannot attempt to attack any other figures this turn.
Restrictions:
- No figure larger than a 1 x 2 peanut base.
Prizes:
- Retro Boosters, Monthly OP Kit LE Figures and more!
Buy-in:
- This will be a free event!
I tooled around with a team a few weeks ago and got a hunkering to show up a sculpt-swap I did for the LE Batman using this sculpt:
In case Oracle was attacked or was too far from the action and her special was less useful.
Objects:
EXOSPECS
575 points exactly
I used the Symbiote to provide a poor-mans Bat-Belt to Batman as I couldn't afford the Weapons Drop without creating a bigger hole on my team.
I initially thought it was a Justice League keyword themed team but Joker must have erased the keyword from Batman's card because it sure as heck isn't there. So I totally cheated - which sucks. Apologies, all.
Anywho: Round 1 vs a fellow teacher PeculiarMike and his Asgardian themed team of:
SR Destroyer Thor
SR Dino-Thor
BW Thoris
Ultimate Thor
Thor with the 3 lightning markers
Rock Troll Generic
SR Enchantress
He won map and chose the Deadpool airplane map which was a great choice I would soon discover.
Turn 1:
All the Asgardians advance with Thor's Lightning Tokens landing within 5-7 of my starting area.
ME: Hawkgirl flies out and grabs the Exospecs. She Side-Steps and drops them into Canary's square. Canary slips them on.
Batman smoke clouds onto the Symbiote, attaching that as well. Oracle moves Barda up with a free action.
Turn 2:
Clearfest with some side-stepping - the teams are getting closer - about 12 squares separate us.
Turn 3:
Lightning Thor flies up Enchantress. Enchantress moves Batman off his Smoke Cloud. Lightning Marker moves under Batman. Free Action Thor to shoot at Batman: Perplexed up attack: 12 vs 17 - needs a 5 and rolls a 4 and a 3.
No line of fire means I can't use my cheat-probs and Batman takes 3. Dino-Thor comes tearing out with HSS and takes a shot. 11 vs 17, needs a 6 and rolls a 5 and a 5.
0-100
It was well-played and I didn't see that combo. I want to make Thor my main target as a result. The Rock Troll moves to shield his teams left flank - which was where I wanted to go to attack his team.
Well-played, PeculiarMike, well played...
ME:
Barda gets moved via Oracle (grabbing the computer) adjacent to the Rock Troll. I was thinking her Super-Strength could knock him away. I see he has Charge so that won't work but he is 25 points so I'm thinking 4 damage could KO him.
Getting greedy, I don't use the Computer. 11 vs 17, need a 6 and roll a 4 and a 2. The Troll takes 4 damage - and, is still there. Dang it!
Black Canary has 1 job - finish the Troll off. Running Shot - 10 vs 15 to ear-split the Troll. Needs a 5 and rolls a 3 and a 1. Why does Dinah fail me so much?
I decide against using a prob because I have bigger fish to fry.
Firestorm grabs Atomica, ups his attack by 2 (for a 12) and RS out targeting Destroyer Thor and Dino-Thor. 12 on an 18 needs a 6 and a I roll a 4 and a 3.
Rock Troll munches on a Asgardian Token (Black Canary's fault) but thankfully Ronnie was up to the task and rolls a 5 and a 2.
Dino-Thor fails Super-Senses and I split the 3 damage: Destroyer takes 2 penetrating and Dino takes 1 to give him Earthbound. The Troll dies as a result of pushing:
25-100
Next I send in the Hawks. Oracle, pushed, sends Perplex to their Attack. They HSS and swing on Dino-Thor: 12 vs 17, need a 5 and roll a 5 and a 5.
Enchantress whips out an Asgardian token and begins munching: 4 and a 3. P-Strike means -1 to the Super-Sense roll but Dino-Thor rolls a 3 and takes 3 damage. The Hawks position near the wing of the plane, Outwit Destroyer's Willpower, and Side-Step to safety.
Turn 4:
The Asgardians are side-stepping closer. Lightning Thor takes a blast at Barda: 11 vs 19 (through a heavy object) - Ups his attack 1: 12 vs 19. Needs an 8 and rolls a 4 and a 5. Barda takes 1 after Invincible. Ultimate Thor side-steps closer - bringing that Outwit closer and closer.
The rest clear.
ME:
I clear my force to set up a bigger attack next turn - only side-stepping Canary closer and I run Atomica adjacent to Lightning Thor to engage her Plasticity and stop any future Lighting attacks.
Turn 5:
Ultimate Thor saddles up and lets his Hammer fly at Atomica - 12 (perplexed by Enchantress) vs 20 and rolls a 4 and a 2.
Destroyer Giant-Reaches a punch at Atomica: 11 vs 19, needs an 8 and rolls a 3 and a 2. Thoris eats a themed team prob token and Destroyer rolls a 4 and a 3. Atomica is too elusive.
ME:
I gotta get rid of that Ultimate Thor's Outwit:
Oracle moves Barda into position. Object attack: 12 vs 18, need a 6 and roll a 1 and a 1. NOO! Atomica CSA Prob - Token onto Firestorm: Roll a 3 and a 1. I need this: Cheat-Prob! onto Firestorm (pushing him) (Atomica's defense power gives a themed prob to the Asgardian team's pool). 4 and a 2.
Ultimate Thor takes 3 damage after Invincible.
He is sitting on a 17 Invulnerability: Firestorm perplexes his defense down twice (which is what I should have done at the start of the turn!): Black Canary chooses Psy-Blast via Exospecs and RS in: 10 vs 15. Need a 5 and rolls a 1 and a 2. ARRGGGH!
Hawks side-step out, outwit Invulnerability and HSS in: 11 vs 15 for 4 (3 + Barda's Empower): roll a 4 and a 5. Enchantress munches on a Asgardian Token: 3 and a 3. Destroyer Thor eats a token: 5 and a 6.
Ultimate Thor takes 4:
150-100
Turn 6:
Enchantress uses her move ability and my pieces scatter about. Destroyer Thor gets his attack Perplexed up and he swings on Atomica again: 12 vs 19, needs a 7 and rolls a 5 and a 4. Atomica CSA's throwing the token onto Oracle: 4 and a 3. Squish.
150-125
Dino-Thor makes a ranged attack on Barda: 10 vs 18 rolls a 4 and a 5. Barda takes 1 and moves to Side-Step Psy-Blast.
ME:
I side-step my whole team back away from Black Canary. Firestorm ups her attack by 2: 12 vs the entire Asgardian Team - "it's gonna get loud!"
RS Pulse-Wave: She rolls a 2 and a 3. Yes, this hits a number of figures but Destroyer is unscathed: Pulse-Wave combos with Force Blast so Enchantress takes 2 (1 + hitting the wall), Thoris takes 2 (1+ hitting the wall), Dino-Thor takes 1 and Lightning Thor takes 1.
Hawks HSS in attacking Dino-Thor: 11 vs 18. Shape-Change: 3 Hawks roll a 4 and a 6 and Destroyer eats a themed team prob: 4 and a 3. Whew! Dino-Thor be dead.
240-125
Hawks land and Outwit Destroyer's Charge.
Turn 7:
Enchantress swings on Black Canary (who is adjacent): 10 vs 16, needs a 6 and rolls a 3 and a 2. Thor can't draw LoF to Canary due to stealth. Destroyer Thor clears.
ME:
Canary: Exospecs Poison - deals 1 to Enchantress.
Side-Steps out with Firestorm and Perplexes Destroyer's defense -2. Barda side-steps out: 10 vs 16, need a 6 and rolls a 4 and a 2. Destroyer takes 1 damage. The Hawks outwit Invincible and HSS in: 11 vs 15 - need a 4 and rolls a 3 and a 3 dealing 3+1 (Barda Empower) damage.
365-125
The game ends soon afterwards. About 5 minutes later we realize we totally forgot about the scenario.
1-0 but I wonder what the outcome would have been if I knew I had no themed team pc.
Round 2 vs CueBall80 and his Monster themed team of:
SR Spider-Queen 200
Prime Vampire Carol Danvers
Bombshell Batgirl
110 Hulk w/ Rage tokens
Penance
We roll for map and he wins. He chooses the Yu-Gi-Oh Maze map - which I think is fine for my team to start.
Turn 1:
We move - I have Barda take the Exospecs this time as Canary is too unreliable.
Turn 2:
more moving
Turn 3:
more moving - I'm thinking this map wasn't a good choice for me.
Turn 4:
He moves.
ME:
I think I see a way to single target Pulse-Wave Carol. I side-Step the Hawks and destroy a wall.
Crap - I'm wrong. I can't target Carol without targeting the Hawks. And since you cannot HSS and destroy walls / objects I had to choice. Can I take advantage?
Batman carries Atomica to get LoF to Spider-Queen and Outwit her Combat Reflexes.
Oracle moves Barda into position with the Computer: 12 vs 18, need a 6 to deal 6 damage: roll a 2 and a 3. (record-scratch) No one can see Barda.
Turn 5:
Carol swings on Barda: 13 on an 18 (per Spider-Queen), rolls a 3 and a 5. Rolls blades and gets a 3. Barda takes 1. Queen swings on Barda - 11 vs 18, needs a 7 and rolls a 3 and a 4. CSA Prob from Atomica (token on herself), 4 and a 5. Barda takes 2 after Invincible.
Penance tears around the corner, swinging on Barda as well. 11 vs 17, needs a 6 for blades. Penance rolls a 5 and a 2. Blades roll = 2. Barda will take that.
Hulk Leap/Climbs over and bases the Hawks, Canary, and Firestorm. That is going to be a problem.
Batgirl strikes - HSSing in and swinging on Barda, too. 11 vs 17, needs a 6 and rolls a 4 and a 4. Imperv - 2. Barda takes 1.
ME:
Batman Outwits defense on Carol. Barda chooses Poison via Exospces and deals 1 to Spider-Queen and Carol.
Batgirl had finished her move adjacent to Batman so Batman flurries her. 11 vs 18, need a 7. First attack: Crit miss. Fudge. CSA - drop a token on Oracle. 3 and a 2. Come on! Second strike: 4 and a 5. Imperv fails and Batgirl takes 1.
Okay, the Hulk problem:
Any damage dealt from an attack is going to make Hulk angry and he can wreck my Firestorm.
Canary is unreliable so I hatch a devious plan:
Outwit the damage reducer on Hulk and Force Blast him. If I roll a 4-5, Hulk will take 1 from the knockback damage and then 1 penetrating and if I roll a 6, he will take 2 penetrating. So potentially 3 damage and Hulk will get no Rage tokens...
Hawks Outwit Toughness. Canary Force Blast: 2. Hulk does take 1 damage.
Firestorm rolls breakaway and rolls a 2. He perplexes down Hulk's attack -2.
The Hawks HSS into the fray, swinging on Carol. 11 vs 17, need a 6 and roll a 5 and a 3. Carol takes 1 due to P-Strike.
Turn 6:
Carol: EW on Barda - needs a 6 and rolls a 4 and 3. CSA from Atomica - token to Atomica. 5 and a 4. Blades: 5.
0-100
Spider-Queen takes a shot at Batman. 11 vs 17, needs a 6 and rolls a 4 and a 6. Batman takes 4 damage.
Hulk uses CCE and ups his 8 attack back to a 10. 10 vs 17, rolls a 5 and a 3. Firestorm takes 3 damage.
ME:
Firestorm rolls breakaway and gets a 5! He sidesteps down the hall. The Hawks Outwit Carol's defense and Firestorm targets her with Energy Explosion, targeting Penance (with Invuln) and Spider-Queen (18 CR).
TIME. I get to finish my action: Roll a 4 and a 5. Ba-boom! 2 damage to both Carol and the Queen.
0-100
The damage dealt was just too low in this game - plus the map really hurt me more than I expected.
1-1 and on to the final battle vs our former Judge: elixir_graphics and his team of:
LE Starfire
WF Nightwing (leadership)
LE Roy Harper
Raven
Superboy
LE Impulse
Beast Boy (and his forms)
I won map and I chose some Star Trek map I've never seen before - because at 1-1 and 365 points what difference does it make?
We set up:
Turn 1:
Barda and Batman are equipped.
Exospex on Starfire.
Turn 2:
Reposition and clear.
Turn 3:
Firestorm perplexes his attack to a 12 and comes tearing out targeting Impulse and Beast Boy: BB Shape-Change: fail Impulse SC: fail
Rolls a 4 and a 1. Misses Impulse and so sends all 3 into Beast Boy.
The rest are ready to attack on turn 4.
Elixir:
Nightwing side-steps to Batman. Free attack: 10 vs 19, needs a 9 and rolls a 5 and a 6. Crap. Cheat-Prob: 4 and a 3. Whew. This gives Batman a Heroic token. Nightwing takes an action to swing on Batman - giving Bats a second Heroic taken which he uses and gives the Titans a -2 to hit. 8 vs 19, needs an 11 and rolls a 5 and a 6.
Batman takes 3 damage. Superboy charges out and swings on Firestorm. 9 on a 17, needs an 8 and rolls a 3 and a 4.
Impulse tears out - 8 vs 17 to make Firestorm pay: 4 and a 4: Firestorm takes 3 damage.
That -2 didn't hurt the Titans as much as I hoped for.
Turn 4:
Batman escapes Dick via smoke cloud.
The Hawks take off - Perplexed attack by Oracle. 12 vs 18 on Superboy. need a 6 for 3 damage. They roll a 3 and a 5. Superboy takes 1 after Invincible. They position and Outwit Superboy's Toughness.
Oracle moves Barda and Barda exospecs some Charge. Barda has a 12 on a 17, needs a 5 and rolls 1 and 2. Atomica CSA token on Atomica: 4 and a 3. Superboy takes 6 damage.
100-0
Black Canary Running Shots out for a Pulse-Wave vs Raven and Impulse. Needs an 8 to hit both or a 6 to hit someone. Rolls a 5 and a 6. What?!?!?!
Force Blast knocks them both back 1 putting Impulse into Hindering.
ELIXIR:
Beast Boy approaches Firestorm - changing into Gordainian Form. Roy Harper RS out taking a shot at Firestorm rolling a 3 and a 2.
Nightwing Side-Steps into Hindering as Starfire approaches.
Turn 5:
Batman Smoke Clouds over to Raven. Charge 10 vs 16, needs a 6 and rolls a 5 and a 4.
140-0
Where were these rolls in the last 2 games?
Barda pushes to Charge into Gordanian - 11 vs 17, needs a 6 and rolls a 3 and a 2. Atomica CSA's PC token to Oracle. 5 and a 4. 4 damage to Gordanian Beast Boy - 3 after Toughness.
200-0
The Hawks fly over and attack Impulse - 11 vs 17, needs a 6 and rolls a 4 and a 4. 3 damage plus Barda's Empower means 4.
265-0
ELIXIR:
Starfire Running Shot takes a blast at the Hawks. Shape-Change, fail. 11 vs 18, needs a 7 and rolls a 2 and a 3.
Roy Harper takes a ranged shot at Canary and Firestorm. Rolls a 3 and a 2, hitting Canary. Super-Sense: 3. Canary takes 3 damage.
Nightwing side-steps and swings on Batman: 10 vs 19, needs a 9 and rolls a 5 and a 6. Dick really hates Bruce.
265-100
Turn 6:
The Hawks side-step out to Outwit Roy Harper's Shape-Change.
Canary uses CCE and Side-Step to attack Roy. 11 vs 17 for 3. Rolls a 5 and a 4. (Who is this girl?!?!) Roy takes 3.
Firestorm takes a shot: 10 vs 18 (hindering). Rolls a 3 and a 4. Probs himself: 4 and a 6. 2 more damage to Roy.
ELIXIR:
Nightwing side-steps and equips the Weapons Drop.
Starfire and Roy clear.
Turn 7:
Hawks go after Starfire. 11 vs 18, rolls double 5's. 3 damage to Starfire and sends her over the elevated edge for another 2 for 5 total damage.
Barda chooses Charge and attacks Roy. 11 vs 16 - needs a 5 for 3 damage and gets it. Roy has Stealth. Wind-up from Canary: CCE needing a 6. 4 and 3.
380-100
The Hawks side-step to use Outwit on Starfire's ES/D and Firestorm takes a shot. 10 vs 17 - rolls a 4 and a 3 dealing 3.
480-100
ELIXIR
Nightwing comes out because there isn't much he can do.
My team collapses on him and eventually Dick lies flaccid.
575-106
2-1
My dice got hot in the final round which is meaningless since I messed up on my keywords.
Barda was decent but I struggled to get her where she was most useful in the first two games. I dig her but even with the exospecs she wasn't crazy good.
Canary came alive in the final game like I've never seen. I wish she could just roll 7's consistently because she is fun.
The Hawks are gross. They never took a click of damage all night.
The Batman is so mobile but he gets hit once and he loses a lot of utility. I will try him again and remember he does not have the Justice League keyword.
Atomica was just cheap utility. CSA is strong and she is the right cost. No offense, though.
Oracle is always amazing and can make an okay Justice League team a lot better. I did transform her into Green Oracle every game and her 7 range Outwit / Perplex was useful.
Firestorm's double Perplex is the baron power on steroids since it lacks the limitations. He is soft, though, and when an opponent goes after him he can't do much to protect himself.
I don't know if I would have done worse if I didn't mess up the keyword.
I have a friendly game Monday: Me and Tmacaroni vs 1000 points of Ultrons run by my son. We are like 0-4 against this monstrosity but we are coming hard for these death machines...
Visible Dials and Pushing Damage need to be optional. This is the way.
Success! Success! Building with those Ultrons in mind and my son being enamored with Nick the Fury and some other Robots has meant the robots have finally fallen!
On to this week's game:
HeroClix - WILLPOWER
Description
"In Brightest day, in Blackest night,
No evil shall escape my sight.
Let those who worship evil's might
Beware my power -- Green Lantern's light!"
Build:
550 pt, 5 action, Coliseum Age (see below)
During force construction you will assign the "BEWARE MY POWER" trait (see below) to one of your figures that is 125 pts or less.
Tournament Play:
BEWARE MY POWER - Give this figure a free action and choose: Willpower, Penetrating / Psychic Blast, Telekinesis, Energy Shield / Deflection, or Giant Reach: 3. This figure can use this power until you choose again.
Restrictions:
- No figures larger than a 1 x 2 peanut base.
Prizes:
- Retro Boosters, Monthly OP Kit LE figures and more!
I had a DC Heroes team ready to go but over the intervening weeks and talking to TMacaroni, I decided to put that team back in the box and go DC Villains instead:
Mine has a custom paint job - to look like Amunet Black / Blacksmith because I wanted to...
- Very expensive but he is fun to use
- sculpt swapped with Origin version, which I prefer.
"Amunet" gives the team the Justice League Elite keyword (verified) so a +7 to map.
Because I usually fail map-roll, I'll be bringing:
And the final 15 points will be spend on Equipment, which I need to think about...
I'm hopeful this team will play solidly. Guess I'll know in 24 hours.
Visible Dials and Pushing Damage need to be optional. This is the way.
Success! Success! Building with those Ultrons in mind and my son being enamored with Nick the Fury and some other Robots has meant the robots have finally fallen!
On to this week's game:
HeroClix - WILLPOWER
Description
"In Brightest day, in Blackest night,
No evil shall escape my sight.
Let those who worship evil's might
Beware my power -- Green Lantern's light!"
Build:
550 pt, 5 action, Coliseum Age (see below)
During force construction you will assign the "BEWARE MY POWER" trait (see below) to one of your figures that is 125 pts or less.
Tournament Play:
BEWARE MY POWER - Give this figure a free action and choose: Willpower, Penetrating / Psychic Blast, Telekinesis, Energy Shield / Deflection, or Giant Reach: 3. This figure can use this power until you choose again.
Restrictions:
- No figures larger than a 1 x 2 peanut base.
Prizes:
- Retro Boosters, Monthly OP Kit LE figures and more!
I had a DC Heroes team ready to go but over the intervening weeks and talking to TMacaroni, I decided to put that team back in the box and go DC Villains instead:
Mine has a custom paint job - to look like Amunet Black / Blacksmith because I wanted to...
- Very expensive but he is fun to use
- sculpt swapped with Origin version, which I prefer.
"Amunet" gives the team the Justice League Elite keyword (verified) so a +7 to map.
Because I usually fail map-roll, I'll be bringing:
And the final 15 points will be spend on Equipment, which I need to think about...
I'm hopeful this team will play solidly. Guess I'll know in 24 hours.
So how did this team do? Well it was kinda weird.
First round has me facing PeculiarMike and a same very similar to the one he used last week:
SR Destroyer Thor
BW Thoris
Ultimate Thor
Thor with the 3 lightning markers
SR Enchantress
Loki and 2 Loki Duplicates
He won map and we played on the Star Trek throne map. We set up and began.
We both advanced with my team equipping Exospecs on King Shark.
Turn 2:
I had Captain Cold and Heat Wave threw up a pair of barriers allowing for a 3 damage attack on Destroyer Thor (followed by 1 penetrating) and 3 damage on Thor (followed by 1 pushing damage on Thor).
I sent in King Shark - basing both Thor and Enchantress. Using Flurry, King Shark attacked Thor to get rid of the Outwit. 11 vs 18 - needing a 7 he drops a 2 and 3. Dang - second attack: 4 and a 3 dealing 2 to Ultimate Thor.
Copperhead phases over and bases the two on the opposite side. I'm hoping to hold them down and possibly Poison Enchantress down. I make sure to place him so that a move of 1 square will keep Copperhead adjacent (between the map edge and her).
Turn 3:
Here it comes!
Destroyer Thor takes a shot at King Shark - but he has Shape-Cha- nope. Fail. 11 vs 17, needs a 6 and rolls a 5 and a 3. King Shark takes 3. Enchantress moves King Shark over 1 square and Thor moves the lightning over and fa-shaah, King Shark takes another 1. Then Thor sidesteps up and let's lose with a psychic blast for another 3 damage.
0-90
Enchantress takes a swing on Copperhead - Shape-Change: Fail! 10 on a 17, needs a 7 and rolls a 4 and a 3. Super-Senses: Fail! Copperhead takes 2, bringing up Poison.
ME:
My Enchantress rolls on to Enhancement and I use Captain Boomerang to try for a blast on Amora. But she has stealth and Digger doesn't ingnore hindering terrain. Whelp, we'll make Ultimate Thor the target.
12 vs 19 - need a 7 for 4 (3 and enhancement) and up comes a crit miss.
Digger eats 1 - but he gets a second chance, thanks to his trait. 12 vs 19, just need an average... 2 and 3.
Copperhead does as Copperhead's do and drops a lick of Poison on Enchantress. I opt not to push because Copperhead needs as much life as possible.
I clear the rest of my team.
Turn 4:
Destroyer Thor Charges up and slams Heat Wave for 4 damage, needing only a 6 to do so. He's still standing - but barely. Luckily Destroyer Thor uses Giant Reach so Heat Wave can still blast away with his RCE.
But then Lighting Thor and Enchantress do the Icky-Shuffle and a free Lighting Bolt from out of the blue hits home dealing the exact 2 damage needed to drop Rory.
0-155
One of the Loki's takes a stab at Captain Cold - needing a 7. Whether it be an illusion or the real McCoy, Cold doesn't care as the Trickster is tricked.
The rest clear.
ME:
Leadership - fail. 0 breaks given.
With no move and attack on Amunet Black and no legal targets within range, she opts to free Captain Cold from the clutches of a Loki.
I TK him a few squares closer to the action and Captain Cold lays down his Barrier - blocking LoF between Thor, Thordis and a Loki and Ultimate Thor the the rest of my team.
Cold targets Thor - 11 on a 17, needs a 6 and gets it dealing another 1 damage to Thor. The action token will slow his options down a bit.
Copperhead poisons Enchantress and then chooses to attack. Enchantress rolls for the mirror and gets a 2 and just like that I'm on the scoreboard!
7-155
10 on a 19, needs a 9 and whiff, 'natch.
Digger and Enchantress clear.
Turn 5:
Enchantress perplexes down Copperheads defense and Ultimate Thor goes for the windup. Shape-Change: Fail.
11 vs 17 - rolls the needed 6 to deal 4 damage to Copperhead. Exactly what was needed.
7-225
The rest side-step and clear.
ME:
Amenut Black Leadership: Success! All hell's yeah!
My Enchantress rolls on Enhancement and Support. I debate about trying to heal Digger but I really need Enchantress to do more. Plus I want to hit that Thor and is pesky lighting tokens.
Digger takes a shot at Destroyer Thor. 12 vs 18 for 4. I need a 6 but Digger keeps rolling poorly. 2 and a 2. Second attack - still a 2 and a 2. I hate when that happens.
Enchantress moves adjacent to Captain Cold and his sporty 12 attack. Captain Cold pushes to drop a Barrier at that Thor. The push drops his attack 1 (dang it - brain-fart) so he needs a 7 this time to deal 4 damage.
Captain Cold won't be denied and he blasts Thor for 4 (3 after Toughness) and the Asgardian falls.
107-255
Amunet uses TK to position herself closer to the action and into Hindering Terrain adjacent to Enchantress. Maybe we can get some things going.
Turn 6:
The Loki's approach Captain Cold but then Destroyer decides to take a swing. 11 vs 17 with EW sounds painful and when he rolls the 6+, it is. Ugh.
Ultimate Thor decides to go after Digger. Charge with an 11 vs 16 defense - the 4 damage was bad enough but the doubles sending his corpse into the wall just seemed extraneous.
107-345
A Loki takes a shot at my wounded Captain Cold. 10 vs 16 - there is hope, but today is about Willpower and the 6 is easily attained and Cold's Willpower provides no protection.
107-410
ME:
Amunet Leadership? No
Enchantress Roll: Enhancement and Support.
I'm not wasting my time targeting Loki's so I opt for Thordis. 11 vs 17, need a 6 and roll a crit hit - because it doesn't matter.
137-410
At this point time goes off with all the men KO'd and only the girls standing.
Oof. 0-1 Well I should face someone with a team a better match than that one was.
Round 2 has me facing my son and his team of:
Masters of Evil
Baron Zemo + Torso
Atlas
Alex Wilder
SR KLAW
Ultron-5 full dial
Mach-IV
I win map and choose Weirdworld for the central water and loads of elevated and blocking. I figure I'll be a rampaging / barriering fool and frustrate my son's lines of fire.
Turn 1-3 is spent suiting up and navigating through the makes like landscape.
Everyone is equipped and I feel good about my positioning enough that I stupidly don't place a barrier up to protect King Shark.
Turn 3: My son:
He places Mach-IV near Ultron-5 and then rolls for leadership (crap, didn't see that coming and so Mach-IV and a lot closer than when he started that turn). He succeeds so Mach-IV has no action tokens.
KLAW rolls for side-step and gets a 5.
mother
KLAW chooses Psy-Blast and after side-step is within range of King Shark. Maybe Shape-Change will hold? Middle-finger 1 comes up. 11 vs 17, needs a 6 and rolls a 5 and a 6. King Shark takes 4 straight.
Mach-IV zooms out. 12 on a 16. Needs a 4 and rolls more than that.
0-90
Jeeze, that was fast.
Ultron-5 drops a ton of Smoke Cloud which screws my Barrier up. This is not going well.
Turn 4:
Enchantress rolls for her powers and gets Support and Enhancement. Dang.
Amunet Black rolls for Leadership and fails.
I feel desperate and annoyed so I send in Heat Wave and his awesome P-strike to go after KLAW. 11 vs 19. I need an 8 and of course, miss it. It was a poor chance of hitting but Heat Wave is closer for next time.
Copperhead phases in and bases KLAW. That should keep him busy. The water and smoke really hindered me so I can't get my force close without piling up in the water.
SON:
Ultron uses Leadership and yanks KLAW away from Copperhead. Duh...
Ultron Leadership - success! Token off KLAW.
Zemo Leadership - success! Token off Ultron-5.
Wilder has Outwit and PC. He moves up and Outwits Copeprhead's Super-Senses. Atlas side-steps over. 11 vs 17 needs a 6 unless Shape-Change: Fail.
Copperhead takes 4 damage. KLAW takes a shot. 11 vs 16. Needs a 5 and gets it. "Hello Darkness, my old friend..."
0-160
MACH-IV takes a pot-shot at Heat Wave as he RS to his teammates. 12 vs 19, needs a 7 and rolls a 3 and a 2. Hah! In your face, Masters of Evil!
Turn 6:
This is my now. Heat Wave wades through the water - flames blasting. I'm going for and Energy Explosion to get the stealth pieces. 11 attack vs 17+. I roll a crit miss. I can't allow that and Amunet munches on a themed token. 4 and a 3. Enough to hit Eric for 1 (P-strike) and Alex for 2 and Ultron-5 takes 1 as well.
Enchantress opens up with her Magic Blast needing a 6 on Atlas. Success: Atlas eats 3 straight damage.
Atlas now sits on Toughness. Digger senses the weakness and goes for an attack. EE or straight-up damage? I want points and decide to go big. I run him behind Heat Wave for the bonus +1 and Digger finally delivers - hitting the big man for 3, 2 after toughness. But Atlas is still standing.
Crap.
Captain Cold - destroy. 11 vs 16, needs a 5 and gets a 4 and a 5 to deal the killing blow.
90-160
I'm on the board but it took a lot of attacks to KO Atlas and now my team all have tokens.
SON:
Leadership Ultron - success. Token off of Mach-IV.
Mach-IV leadership - success. Token off of KLAW.
Ultron-5 Leadership - place KLAW in a new sqaure: fail.
Wilder: PC and Perplex - I need to keep my ES/D's
Wilder Perplexes down Heat Wave's defense 1. Mach-IV tears out - 12 vs 18, needing a 6. He rolls the amount and Heat Wave eats a token to hope for a miss. Nope. 6+ again. Heat Wave takes 3 plus one for the push.
KLAW rolls for Side-Step and gets a 5. He side steps behind my team and single-target Pulse-Waves Captain Cold. 11 vs 17 - a 6 for 4 straight damage and no more Barrier.
Ultron-5 drops Smoke Cloud.
Turn 7:
My team is tokened and Amunet is on elevated so her Leadership is not very useful. I roll anyway and she fails.
Enchantress gets Perplex and Mystics (of course since if I had Support I could heal Cold). She chooses Willpower per the event and carries Cold away in hopes of healing him back.
Heat Wave is stuck so Digger goes for it while he still gets a bonus. He targets Baron Zemo who is adjacent to Alex. 12 vs 17, need a 5 and rolls a 5 and a 1. Boom! Alex Wilder falls.
115 - 160
Alex Wilder rises - and I get PC and Perplex. He rolls for side-step and succeeds. This allows him to Perplex up Digger's defense.
My team has to clear.
SON:
Ultron calls back KLAW. Leadership - success. Klaw loses a token.
KLAW rolls for side-step and blasts Heat Wave. 11 vs 16 is nothing for him.
115-225
Mach-IV takes a shot at Ol' Digger. 12 vs 20. Mach-IV rolls a stinking 9 but since I have Alex he has to do it twice and he can't. FACED!!!
Baron Zemo attacks young Alex. Shape-Change (my son exclaims "He has Shape-Change?!?!) Alex confuses Baron Zemo and so no attack is made. Muahahaha!
Turn 8:
Amunet rolls for Leadership and fails. Enchantress rolls for her version and gets Perplex and Mystics, of course, when I need Support to get Cold back into the fight.
I have Perplex and PC from Alex and don't intend to waste it.
Alex breaksaway from Zemo. Enchantress ups Amunet Black's range to a 7 so she can reach Zemo and Alex ups her damage 1. 11 vs 17 for 4. Amunet rolls a 4 and a 4, dealing 4 to Zemo (wait, I forgot he has the Torso) so it is only 2 damage.
Digger has few options since he is only dealing 1 damage to whomever he targets - so I hope for a crit hit. He tosses a Boomerangs at Mach-IV and Zemo, hitting Zemo for 1.
SON:
Leadership on Ultron-5 pulls Zemo behind enemy lines. Fail.
KLAW chooses Pulse-Wave and side-steps 4 single-targeting him.
115-250.
Time is called soon afterwards with nothing else scored.
0-2 Well this is going worse than expected.
Final round has me face a player I've never seen before. He has 2 guys that watch him play. His team is old school - like real old school
Bencrawler
GSX Prof X
GSX Domino
IH SR Black Bolt
GSX Tarot
Gamma Bomb
Green Lantern Ring
Gamma Bomb? Seems kinda hostile to bring to a new venue.
He places it 10 squares outside of my side of the map meaning I can stay in my starting zone and not be affected. Okay... Oh, I won map and chose a mutli-elevated map with little hindering terrain - some kind of future city thing - it might be on the flip side of Weird World.
In true Suicide Squad fashion, Copperhead is tasked with defusing the bomb. Everyone else equips up.
He moves his team across mid-map within the blast zone of the bomb.
It is clear he is rusty and just here to have fun. Screw it.
Once Domino is placed by Bencrawler, Prof X takes a shot at Mind Controlling King Shark. 10 vs 17 - Shape-Change fail. He rolls the 4 and a 3 and gets control of the King Shark. I explain how new Mind Control works.
He lashes out at Captain Cold - 11 vs 17 but rolls a 2 and a 3. He breaks away to move and rolls a 2.
Turn 3:
Amunet Black Leadership - fail.
Enchantress Enhancement and Support. I position her in hindering and begin the attacks on Domino:
Heat-Wave: EE attack 11 vs 19, rolls a 4 and a 3.
Captain Cold: 11 vs 19, rolls a 5 and a 4! PC from Domino. 2 and 3.
Digger! 11 vs 19, rolls a 3 and a 2. Stupid back to back numbers...
Copperhead - defuse that bomb. He rolls a SIX!!!!!!
5-0
I'm in the lead for the first time tonight.
OPPONENT:
Tarot rolls for her power and gets Perplex. Black Bolt targets Enchantress from 9 away. Tarot ups the damage to a 6. 12 vs 21 - he needs an eleven. Seems like a stupid action - but he rolls a friggin' 5 and a 6.
Themed - no, I can't do anything about it.
Enchantress takes 6.
5-75
Turn 4:
Amunet makes Leadership (not a typo) and I send in King Shark via HSS. 12 vs 17 on Domino. Needs a 5 and rolls a 6 and 1. Domino - PC, 2 and 2. King Shark successfully breaksaway and scoots downstairs.
I clear the rest.
OPPONENT: Bencrawler zooms out and takes a swing on Heat Wave. 10 vs 17, he rolls a 2 and a 3. Domino PC's the attack and it becomes a 4 and a 3, dealing 2 to Rory.
I remind him he can place Heat Wave but he opts not to, instead basing Amunet and Digger behind my team.
Turn 5:
Amunet makes Leadership a second time in a row!
Copperhead pushes to base Domino. Captain Cold takes a poke at Domino (on elevated) - 12 vs 19, needs a 7 and rolls a 4 and 3. Domino probs again and Captain Cold rolls a 2 and 4.
This allows Amunet to TK Boomerang away from Bencrawler so that his LoF goes through her square. This gives Digger 13 attack vs Bencrawler's 19.
Shape-Change: fail! Whew.
Digger needs a 6 and rolls a 4 and a 4. Now... Super-Senses: 4. Whoo!
Bencrawler takes 3 damage and knocksback into the wall for a 4th click! Yay!
I Side-Step King Shark adjacent to Domino. 12 vs 17, needs a 5 and rolls a 3 and a 2. Domino goes to Super-Senses.
OPPONENT;
He doesn't want to push Black Bolt so he opts to try and Mind Control King Shark. Shape-Change SUCCESS! He picks Copperhead - Shape-Change: Fail. 10 vs 17 - rolls a 2 and a 3.
Domino takes a swing on King Shark - 9 on a 17. Shape-Change fail. Needs an 8 and rolls a 4 and a 3. PC. Rolls a 3 and a 3.
Turn 6:
Amunet Leadership fail
Amunet takes a shot at Bencrawler. 11 vs 16. Needs a 5 and hits the 5. Super-Senses fail. 3 to Bencrawler.
91-75
I clear the rest.
OPPONENT:
Black Bolt gets his damage perplexed up again and targets Digger. 12 vs 19, needs a 7 and rolls a 2 and 1.
Domino and Prof X clear.
Turn 7
Leadership succeeds from Amunet. +1 for all!
Digger dual targets Domino and Black Bolt. 12 attack vs 19 and 16. Digger rolls a 3 and 2, hitting Domino. Domino uses PC - Digger rolls a 4 and 3, hitting both. Domino makes Super-Senses sending all 3 to Black Bolt. Imperv - fails - Boltagon takes 1.
Cold drops a barrier along the elevated, touching Black Bolt. 12 vs 19, needs a 7 and rolls a 4 and a 5. Imperv fails and Black Bolt takes another 1. He gets an action token which pushes him, too.
Copperhead attacks Domino - 10 on a 16, needs a 6 and hits with a 4 and 2. Super-Sense - fails. Domino takes 2 and is out.
160-75
OPPONENT:
Black Bolt has to clear and Prof X can't use LoF.
Turn 8:
My team without action tokens closes in on Black Bolt. My guys with tokens clear.
OPPONENT
Black Bolt targets Amunet - 10 vs 17. Shape-Change fail. He rolls a 4 and a 3 dealing 3 to her and bringing up Psy-Blast. Prof X uses Illuminati to MC through Black Bolt - targeting Captain Cold. Cold is tricked into blasting King Shark for 3 (2 after Toughness).
Turn 9:
Amunet Leadership - success! +1's for all (where were these rolls the other two games?!?!)
10 vs 17 on Black Bolt - Psy-Blast. Needs a 7 and rolls a 5 and a 6. Bolt takes 3 straight.
Heat Wave - 11 vs 16, needs a 5 and rolls a 3 and a 5. Bolt takes another 2 after toughness.
King Shark snags HSS and goes after him. 10 vs 16, needs a 6 and rolls a 6 and a 5. Bolt dies silently.
353-75
Copperhead phases over and bases Tarot.
OPPONENT:
Rolls for Tarot and gets Poison. I explain the new poison. He deals 1 to Copperhead bringing up my poison.
Turn 10:
Copperhead Poisons.
Side-step where I can but the team is on the wrong side of the bridge.
OPPONENT:
Rolls breakaway from Copperhead - 6! Dang it. She runs.
Time is called.
1-2 which puts me in 9th place out of 12.
The team wasn't bad and played well a few times but I think what hurt me was the awful damage output. 3 damage without consistent penetrating nor Ouwit is just not going to cut it for a team.
King Shark is fragile as hell. I really need to be more careful with my placement. He is not your standard brute.
Captain Cold and Heat Wave are neat but redundant. I think I would have done better with one of them running interesting support rather than both at the same time.
Enchantress always flopped on the power set I didn't need. If I'm wounded or adjacent to ranged friends, then it was Perplex/Mystics. When she was alone it was Enhancement/Support.
Digger missed a lot more than I expected. He is good crowd control but sucks vs heavy damage reducers which a lot of figures are carrying lately. His 90 points keeps getting more and more expensive.
Amunet was solid. In the final game she did well but the other two she was trapped in her starting area and took a while to get into the fray. I think she needs to be more aggressive and needs a taxi. I'll try her again.
This week's game will be up tomorrow. Then I am caught up.
Thanks for reading...
Visible Dials and Pushing Damage need to be optional. This is the way.
Restrictions:
- You may use any special objects or relics to fill out your build total regardless if they are on your cover.
- No resources or ID Cards.
Have a question about if something is allowed? Email me the cover *before* tournament day and I'll let you know.
Prizes:
We'll add one 5-figure booster to the prize pool for every 2 players who buy-in and participate in the event. We'll also have monthly OP Kit Limited Edition Figures and more! Everyone leaves with something!
Buy-In:
$5 per person.
I dig the idea but I'd like to see a smaller build. I expected to see a colossal or 8 so I looked at Spiderling but as expected, covers with her averaged a build total around 120 points.
I received a trade bringing me a Con Exclusive Orion and so I set out to find a cover featuring the Dog of War that could get close to 575 points. Low and behold, I found this one:
Seeing as I own 0 Kyle Raynors and not wanting to use an expensive version, plus making my team centered around KC Orion, I decided to go with alternative versions of all the characters. My team:
Exospecs
575 points
Round 1 had me facing Cap284 and his team of:
SF Captain America
Giant Girl @ 140
FF Hulk 50
SR Wolverine 150
Rare Storm 50
Iron Man 55
Happy Meal Spider-Man 50
He won map and chose a section of the Helicarrier from the CA set.
I chose the tower side and placed the terrain dial to force attacks closer to my side of the map and allow equipping in relative safety.
Turn 1:
He carried and advanced
ME:
I positioned Orion and Superman on the equipment with Diana nearby for support. I also kept the Martian and Kyle in their starting area to blast anyone trying to attack Orion and Superman.
Turn 2:
Cap made his special Leadership and so the Avengers received +1 to their attack values.
In comes Wolverine, attacking Orion. 12 on an 18, needs a 6 and rolls a 4 and a 3 and a 5 and 1, knocking Orion to click 4 and bringing up Imperv, Flurry and Battle Fury.
In leaped Hulk - vs Superman. 13 vs 18, he needs a 5 to hit the Man of Steel. He drops a 4 and a 6 dealing 4 (2 after Invincible) to Clark.
Spider-Man attempts to run interference to my ranged pieces and leaps/climb to block LoF.
ME:
Failed Leadership and JL Unlimited, 'natch.
Orion opts to pound Wolverine through his Stop clicks. 11 on a 18, needs a 7 and rolls a 3 and a 2.
Okay, thankfully there is Flurry - second try: 2 and 2.
Wolverine is unscathed.
Diana, show him how it's done. Diana charges around and attacks Spider-Man in the hopes of clearing LoF to Hulk. 11 vs 17, needs a 6 and rolls a 4 and a 3. Super-Senses: fail McSpidey takes 3 and gets Combat Reflexes.
Second strike: 11 vs 18, needs a 7 and rolls a 4 and 5. BLAM!
50-0
Martian Manhunter side-steps up and assaults the Hulk's mind. 11 vs 18 for 4 w/ Psy-Blast. Drops a 5 and a 5.
100-0
Kyle Running Shots up, targeting Wolverine and Giant Girl. 10 vs 18 and a 17, needs an 8 to hit both and rolls a 4 and 5. Wolverine goes to his first stop click.
Turn 3:
Captain America super-Leadership - fail, but takes a token to make it a success. Avengers get +1
Wolverine attempts to breakaway with side-step - 3.
Giant Girl moves in and attacks Orion. 11 vs 17, needs a 7 and rolls a 4 and a 1.
Wolverine takes a Flurry + Blades + Exploit Weakness attack on Orion. I point out which powers work and why. He opts for EW + Blades. He needs a 6 and rolls a 3 and a 2.
ME:
Superman fails JLU and both he (equipped with the Specs) and Orion are double-tokened.
I push Kyle to shoot Wolverine - 10 vs 17, needs a 7 and knocks Logan to his next Stop Click. The Martian targets Wolvie with Martian-Vision: 11 vs 17, needs a 6 and score the 6, burning Wolvie for 4 and putting him on his final click.
Turn 5:
Leadership succeeds on Cap so the Avengers gain +1 again.
Cap side-steps in and shifts to his close-combat version. Then he chooses CCE and ups damage to 5. Swinging on Orion, he needs a 5 and rolls a 3 and a 4. Impervious: 5!
Iron Man takes a shot at Kyle. 11 on an 18. Needs a 7 and a rolls a 5 and a 3. Kyle takes 3 damage bringing up Perplex.
Giant Girl side-steps again. 11 on a 16 to hit Kyle. Rolls a 3 and a 4.
100-85
Storm moves closer.
ME:
Orion is going to... wait. He missed last time and Diana is adjacent to both Wolverine (17) and Cap (20).
I know Diana has this:
11 vs 17 on Wolverine. 3 and a 4.
250-85
I tell my opponent: Watch this - Diana will get this. 11 vs 20 - need a 9. Drop a 5 and a 6. BLAM! 3 to Cap. I love my Wonder Womans. They are so reliable.
Superman Charges in on Cap with the Computer: 11 vs 17 - rolls a 3 and a 3.
300-85
Turn 6:
His team makes a few attacks but deal no real damage. Orion chases around Iron Man who keeps breaking away so Martain Manhunter blasts him out and Wonder Woman and Superman mop up Giant Girl and Storm.
570-85
1-0 and I am feeling good about my team.
Round 2 has me facing Peculiar Mike and his team of:
Chase Dark Knight Batman 100
Chase Dark Knight Superman 230
Animated Superman 100
Batman Beyond 100
Mirror
He wins map and chooses the recent Krakoa map. I place the Terrain adjacent to the hindering to make shooting more of a pain.
Because he has equipment to attach, I have the time to equip the specs to Superman and the Mother Box to Orion. I choose Prob Control.
Turn 4:
Batman Beyond takes a shot at Kyle through the terrain but misses.
ME:
Diana's job is to take out the Dark Knight. Her Battle Fury will counter his Shape-Change. 11 vs 18 - roll a crit miss. Crap. Second attack: 4 and a 3 which deals 2 to Bruce after Toughness. I'm okay with that.
Superman tears in with the Computer - 11 vs 17 - but a Shape-Change saves his butt. Dang it. Superman is within LoF of Batman Beyond and Chase Superman. Not good.
Orion is sent in, only able to target Animated Superman due to Stealth on everyone else. 12 vs 19, need a 7 and rolls a 2 and a 2. Thank goodness for PC. Try again Dog of War: 4 and a 5. Superman takes 2 after Invincible.
I hate to do it, but I am going to move Martian Manhunter out of Hindering so I can approach the Batman. This means Kyle has to base the Chase Superman to force a breakaway or take it on the chin. This will protect Superman and J'onn so it is worth it.
Turn 5:
Superman opts to swing on Kyle. 13 on an 18 - needs a 5 and rolls a 3 and a 6. Kyle takes 5 - but he still lives!
Chase Bats swings with Flurry on Diana. 12 vs 18 - crit miss. Gak. Second try - rolls a 5 and a 3 dealing 3 (outwitting Diana's Invulnerability).
Superman charges out to finish off Kyle. 10 vs 16 - rolls a 2 and a 2. Kyle gets lucky on that one.
Terry clears.
ME:
Kyle rolls for breakaway - I want the ability to heal for free and position my Perplex. Also, I needed to move Orion and don't want to waste the PC.
Breakaway: 5! Yes! Kyle positions behind Diana. Perplex up the Martian's attack 1.
J'onn side-steps adjacent to Batman. 12 vs 19 for 4+1 Empower. J'onn drops a 5 and a 2 and deals 5 to Batman.
100-0
Orion running shots on Animated Superman with penetrating damage. 12 vs 17 - need a 5 and rolls a 4 and a 1. 4 penetrating drops the Man of Steel.
200-0
Animated Superman charges into Chase Superman. Mirror roll: 2
207-0
Superman needs an 8 using the computer. 3 and a 4. PC with Orion. 4 and a 4. 6 to Chase Superman (3 after invincible) and bye-bye stealth.
An excellent turn.
Turn 6:
Terry chooses Blades and attacks Superman. 11 vs 18 - needs a 7 and rolls another crit miss. Egads his dice are bad this game.
Superman stands tall and swings on my Superman. Needs a 5 and gets the 5 - dealing 2.
ME:
Kyle ups J'onn's attack to a 12. He side-steps forward and uses Martian-Vision on Superman. 12 vs 18, need a 6 and roll a 5 and 4. Chase Supes eats 4 straight putting him on Earthbound.
The rest need to clear.
Turn 7:
Superman uses Scorched Earth and rolls a 6, healing 3.
ME:
Orion targets Chase Supes - 12 vs 18. Shape-Change: fail.
Need a 6 and roll a 3 and 1. PC that roll to a 3 and a 4. Supes takes 4 damage.
Diana Charges up. 10 vs 16, needs a 6 to finish off Superman and rolls a 4 and a 2.
337-0
Turn 8:
Terry goes for a blades strike on my Superman. He needs a 7 and rolls a 4 and a 3 - blades roll of 4 puts Superman on click 5.
ME:
Battle Fury will stop his Shape-Change and Diana provides Empower. Exospec Flurry and Kyle ups his attack.
11 vs 17, need an 6 for 4. Rolls a 1 and a 5 (3 after Toughness), second attack he needs an 8. 3 and a 3. PC with Orion. 3 and 5.
Game.
552-0 Way underbuilt but my team is rolling.
Round 3 has me facing the highest 2-0 team left (3 of us).
It is a Minions of Thanos keyword themed team of:
Prime Thanos
400 point Mangog
Crap. WK's kick in the balls to local communities. Thanks WK. My plan is simple - kill that a-hole before he can get to my starting area.
He wins map with his +2. Star Trek throne map.
I place terrain to try and block his path - knowing it really won't.
Turn 1:
Mangog carries Thanos for 6.
I position behind terrain on my objects.
Turn 2:
Mangog carries Thanos for 6.
ME:
Whelp - I gotta do damage. Who should attack the 19 Invincible + Shape-Change? You know the answer...
Diana charges out. No Shape-Change for you! 11 vs 19, needs an 8 and rolls a 5 and a 3. BLAM! Mangog takes 1.
Second attack - no change on the dial. 11 vs 19. 5 and a 4. BLAM! Mangog takes 1.
Now he has Impervious and Shape-Change.
Martian or Orion?
I decide to use Orion. 12 vs 19.
Shape-Change: 5.
Martian Manhunter: 11 vs 19.
Shape-Change: 5
Superman equips the exospecs.
Turn 3:
Mangog decides to attack Diana. 10 vs 18. Needs an 8 and rolls a 4 and a 3. Diana takes 2. Mangog takes 1 damage.
Thanos Running Shot targets Diana. 11 vs 17. Needs a 6 and rolls a 4 and a 2. Diana takes 4 straight damage (Psy-Blast).
Mangog picks up Thanos and side-steps 2 more squares.
ME:
Superman: JLU success!
Orion Leadership. Fail.
Martian Manhunter attacks Mangog: 11 vs 18.
Shape-Change: 6.
Kyle Running Shots into the Starting Area - 10 vs 18.
Shape-Change: 3.
Kyle rolls a 3 and a 4.
Turn 4:
Mangog Side-Steps 2.
Thanos RS to finish of Diana. 11 vs 16. Needs a 5 and rolls a 4 and a 2.
0-105
And Thanos has a Gem. 20 defense w/ Prob.
Mangog picks him up and carries him 6 squares into the starting area adjacent to Kyle. He takes 1 damage and gains Perplex. Ups his defense to a 19.
ME:
Orion targets Mangog. 12 vs 19. Needs a 7. He drops a 2 and 2.
Martian Manhunter: 11 vs 19. Drops a 2 and a 2.
Superman to use his once per game HSS. 10 vs 19. 3 and a 5.
Turn 5:
Mangog pulls the Odinsword. He now has 875 points on his team vs my 470 points. My nuts ache - thanks WK.
Mangog takes 1 damage.
Thanos clears.
ME:
Orion takes a shot: 12 vs 20. Needs an 8 and rolls a 2 and a 3.
Martian takes a shot. 2 and a 3. I hate those back to back rolls.
Kyle takes a swing. Needs a 10. 5 and 2.
Superman takes a shot. 4 and 4.
Turn 6:
My opponent debates on whether to clear. I remind him he has a 300 point advantage.
Mangog targets Kyle. 11 vs 18. Needs a 7 and rolls a Crit Hit. 7 to Kyle.
0-190
Thanos RS out and takes a shot at Superman. 13 vs 18. Needs a 5 and rolls a 4 and a 3. Superman takes 2.
ME:
Orion attempts to pick up the Mother Box because I need the dang prob control. My opponent, "You only fail on a 1." 1
Martian Manhunter takes a shot at Mangog. 11 vs 20. 3 and a 2.
Turn 7:
Mangog attacks Superman. 11 vs 17. Needs a 6 and rolls a Crit Hit. JEEZE! 7 to Superman (5 after Invulnerability). Mangog takes 1.
Thanos RS out. 13 vs 18. Needs a 5 vs Orion. Rolls a 3 and a 4. KC = 5. Maybe there is hope?
0-290
ME:
Clear with both.
Turn 8
Mangog attacks Martian Manhunter: 11 vs 18. He needs a 7 and rolls a 3 and a 4. Impervious: 3 J'onn goes to Toughness. Mangog takes 1.
Thanos clears.
ME:
Orion 12 vs Mangog 20 - need an 8. Rolls a 2 and a 1. PC 2 and a 1.
Martian Manhunter: 11 vs 20. 3 and a 5.
Turn 9:
Thanos takes a shot on Orion: 13 vs 18. Needs a 5 and rolls a 3 and a 3. Prob. 4 and 2. KC 2. 2 to Orion.
Mangog attacks Orion. 11 vs 17. Rolls a 4 and a 5. Prob. Impervious 3. 3 to Orion and he is on Battle Fury.
ME:
J'onn takes a shot. 11 vs 20. 2 and 3. PC with Orion. 2 and 3.
Orion bases Mangog. Keeps PC.
Turn 10:
Mangog on J'onn. Shape-Change 1. Needs a 6 and rolls a 4 and a 2. J'onn is on his stop click.
Thanos moves adjacent.
ME:
Clear.
Turn 11:
Mangog attacks Orion. 10 vs 17. Needs a 7. Drops 3 and 5. PC. 4 and 4. Imperv 3.
0-450.
ME:
J'onn regen roll. 1 Heals 1.
Turn 12:
Mangog hits and then Thanos hits and J'onn is no mas...
0-575
Good enough for 4th place missing out on Prime Carol Danvers and Chase Namor. Bummer.
Team played well vs your standard teams. Couldn't overcome the design flaws in prime and colossal figures, though.
Orion was decent but missed a lot more than he should have. A 12 attack is supposed to be nearly automatic and he cost me a chance in the final round (assuming knocking Mangog to the 150 dial would have healed him back to 400. If he skipped to 700 regardless than there was nothing I could have done to win that game.
I love the White Lantern Martian Manhunter. He is so solid, still, for 100 points.
Superman was more enjoyable than I expected. I think the Exospecs allow him to play more like the character.
Kyle was a surprise. I don't own him so I had to borrow but if I ever cared about the character I think he would be the one I would consider adding to my collection.
Move Wonder Woman - like all my Wonder Womans is so good. I was stoked she got the 8's twice to bloody Mangog's nose. If only the boys could have helped out - she gave me a chance...
Next game is a pass the trash game - Modern Age. I gotta see what I have in my collection since I've been skipping a lot of Avenger sets lately and that is like 75% of HeroClix in Modern...
Visible Dials and Pushing Damage need to be optional. This is the way.
Description
Build:
Two 200 pts teams, 4 actions, MODERN AGE (list of Modern Age sets below)
Tournament Play:
You will build two 200 points MODERN AGE team. One you will merge with a team given to you by your opponent at the beginning of each round, the other will be given to your opponent so he can do the same.
Restrictions:
- The team given to your opponent can not be less then 190 point
- For every fig that is less then 65 points on the team givin to your opponent, there must be one figure that is equal to or more then 65 points
Prizes:
- Retro Boosters, Monthly OP Kit LE figures and more!
Buy-In:
This will be a free event!
Oof - this was a tough one for me.
First, I don't buy tons of sealed product from sets featuring Avengers because I already have too many Avengers. Needless to say, I don't have any / many traditionally "bad" pieces.
Next up, the build restrictions were murderous. 200 points and the cut-off being 65 makes it impossible to use 50 point figures on the team you give the opponent. If I give 1 50 point piece than I have to give them a 65 point figure and that is 115 points - leaving 85 points which has to be a 75 or more piece figure.
Then after all that math, I had to come up with a 200 point team I wanted to use.
I was really close to skipping this one but TMacaroni called me and after talking to him (and seeing as this is the last venue game of 2018), I drove with my teams.
My give an opponent figures rules:
0 fliers - giving mobility is always a no-no
No Perplex / PC or Outwit
No attack values greater than 10
My team to give was:
jw012 Amanda Waller - I hate giving Leadership and stealth can be a pain but I gambled her Leadership wouldn't take actions off the team (Politician / Suicide Squad). 25 points.
cw016 Radioactive Man - Not horrible but me and my lads find he is never as good as you expect / want him to be. So much potential but he takes forever to get into the fight and then meh. 70 points.
adw018 Black Panther - s decent fighter but with a low base defense (16) and no stealth I hope I can drop him fairly quickly. 30 points
wkM16-010 Moon Knight - I didn't have much to choose from and find this Moon Knight more frustrating than anything else to use. I was hoping the constant take off / put on a moon token would be a distraction. That is what I'm reduced to at this point. 75 points.
I wanted to use a Spider-Man team for a while (present comic stories and all) but 200 points meant I'd likely be using 3 figures and I like the idea of a Spider-Man army.
In case someone wanted to give me a solo DeeDee, I decided to go with 2 DeeDees and seeing the Moon Knight I'd be facing, I went with Batman Beyond. I added the Enchanted Crowbar because I expected some Colossals to show and they suck.
My team was:
Standard Light Object. Boring, I know...
Round one has me facing Cueball80. His team he passed to me was:
Thorus 30 - PD and Enhancement? I can use this.
BTAS Ninja - Stealth and close attack - I can use this
BTAS Two-Face - Leadership, 11 attack, BE and P-Strike? I can use this
Cypher at 70 points - Stop click and sick dial back end. I can use this
He brought 100 point Maestro and 100 point Iron Goblin.
Cypher grabbed a light and ran up field. Hit him if you dare.
The ninja moved up as well - hopping into hindering terrain.
Turn 4 is when the action finally began.
Moon Knight charges up and swings on the ninja. 10 vs 16, needs a 6 and rolls a 5 and 2. Super-Senses: 3. Ninja takes 2 damage.
Iron Goblin rolled to get Perplex and Prob. He HSS'd in trying to hurt Two-Face: 11 vs 17, needs a 6 and drops a 3 and a 2. Two-Face is relieved.
Maestro moves up adjacent to the Ninja - ready to finish him off.
The Iron Goblin lands in a terrible spot for him. I calculate where I need to go as soon as my turn starts and hope Cueball doesn't use the low-value pieces to protect him.
ME:
He doesn't.
Two-Face makes his Leadership, freeing the Ninja who chose blades. I decide to throw away the attack with the ninja attacking Maestro. If I can roll an 8 I can at least do 1 thanks to P-Strike.
The ninja rolls them bones. 5 and a 4. What??! Blades - because why not. 5!!! Imperv - fail. Maestro takes 3 damage.
I bring up Thorus and have Batman Beyond Running Shot adjacent. 11 vs 17 defense. Need a 6 for 4 penetrating. Terry rolls a 5 and a 6. BLAM! The Goblin takes it. If only I could - wait. Two-Face CAN get an attack in.
Side-step Thorus out of the way. Running Shot Two-Face adjacent. 11 vs 16. Need a 5 for 3 damage. 4 and a 3. Thud. Goblin is down.
100-0
More positioning.
Turn 5:
Maestro free attacks Two-Face. He needs a 7 and rolls a 6 and a 3. Two-Face takes 3 and Maestro heals 1 (losing Flurry - whew!). Maestro then makes a regular attack on Two-Face: 10 vs 16 - needs a 6. He rolls a 4 and a 2.
I don't want to lose the Leadership and realize I should have done this on the first attack: Two-Face masterminds the damage to the ninja. Maestro heals 1.
100-25
Black Panther runs up as does Amanda who bases Cypher. Radioactive Man deals his damage and bases Terry.
ME:
I consider breaking away with Terry but recall he has Exploit Weakness. I bring the DeeDee's adjacent for their Empower. 11 vs 18 - need a 7 for 5 penetrating. 5 and a 2. Thud! Dr. Lu is down!
170-25
The DeeDee's starting firing on Black Panther. 11 vs 17 - need 6's and both girls connect.
200-25
Cypher rolls brealaway to side-step. 3. Cypher rolls breakaway to move. 5. Cypher bases Moon Knight and Maestro.
Turn 6:
Moon Knight tries to breakaway from Cypher - rolls a 3. Nope. (Yay, Doug!)
Amanda bases Cypher as Maestro clears.
ME:
Lots of clearing. Two-Face makes Leadership and I take a token off a Dee Dee. I Side-step the girls but opt to not attack.
Turn 7:
Maestro swings on Two-Face: needs a 6 for 4. He rolls a 3 and a 5. I want that Leadership and P-Strike so he masterminds the damage to Thorus who is knocked to his last click.
Moon Knight rolls breakaway - 3. Cypher is doing his job! Amanda takes a swing - 9 vs 16, needs a 7 and rolls a 3 and a 6. Blam! Douglock is activated! Whoo!
My opponent, "I thought it would take more damage than that."
ME:
Terry RS adjacent to Thorus and targets Maestro: 11 vs 16 - need a 5 and roll a 4 and a 6. Maestro takes 3 penetrating.
Two-Face: 10 vs 17 to finish off Maestro with the DeeDees Empower / BE attack. Rolls a 5 and a 2. Thud! Maestro is dropped.
300-25
The Dee-Dee's side-step in on Moon Knight. 11 vs 18, need a 7 and rolls a 3 and a 4. Moon Knight takes 2 after Toughness. Second Dee Dee. 11 vs 18, needs a 7. 4 and 4 means another 2 damage and no more stealth.
Douglock Poisons both Amanda and Marc Spectre for 1.
Douglock uses the light object - 10 vs 16. Needs a 6 to finish off Moon Knight. 6 and 1.
375-25.
Turn 8:
Amanda has to clear and Douglock pushes to end it.
400-25
1-0.
I was surprised to get a Thorus. He is too good and made my own team a lot better.
On to round 2 vs Cap247 and his team of:
Old Man Cap
Title Deadpool
Vampire Batgirl
He hands me:
Ninja (nice)
John Stewart (nice)
Killer Moth (okay)
Darwin - hmm. Oh I see, the Ninja is forced to pick powers so he dies in 3 turns.
I win map and choose the cargo plane. Probably not the best map but we don't have a lot of choices thanks to a judge retiring and a new judge taking over. I need to bring a map sometime.
Turn 1:
Ninja picks a power and takes 1. Terry equips the Enchanted Crowbar. Darwin marches out and grabs the bookcase. He'll be taking lead.
Opponent:
Advances team behind elevated.
Turn 2 -
Ninja picks power and takes 1. It's a good plan. Just kinda about it but whatever.
John Stewart carries the Dee Dees up and we add some side-step fun, bringing the Dee Dee's outside the cargo plane.
Opponent:
Advances a bit more and clears as needed.
Turn 3:
Ninja pick a power and Darwin deals him 1 damage. Ninja is KO'd.
0-25
Darwin advances taking point and I position Killer Moth behind him (not adjacent). I split the Dee Dees too far from Killer Moth and regret it - figuring they could BE each other and Killer Moth could get his revenge on being deemed awful. The Dee Dees position on the other side of a wall to come side-stepping in next turn.
OPPONENT:
Vampire Batgirl comes screaming around the corner after Dee Dee. Between Shape-Change and Super-Senses (even vs p-strike) I'm hopeful she will survive plus a 3 damage isn't the worst and she will be in retaliation range.
Shape-Change: 3
11 vs 17 - needs a 6 and rolls a Crit Hit. Crap.
No Super-Senses, takes 4 damage, and the knockback sends Dee Dee off the wing dealing her 1 penetrating damage.
0-70
Deadpool running shots out and takes a blast at the other Dee Dee. 11 vs 17, needs a 6 and rolls a 4 and 3. Super-Senses: 1 Dee Dee takes 3. This isn't going well.
Radioactive Man bases Darwin and Moon Knight Running Shots out, targeting Darwin. 11 vs 17 - Darwin chooses Impervious. Needs a 6 and rolls a 4 and a 5. Impervious: 4. Darwin takes 1 damage.
Turn 4:
Dee Dee charges Deadpool - 10 vs 17, needs a 7 and rolls a 3 and a 2.
Darwin pushes to use the Bookcase against Radioactive Man. 10 vs 18 - need an 8 for 3. Darwin rolls a 3 and a 3. Darwin takes 1 pushing.
The Revenge of Killer Moth begins - Running Shot, targeting Radioactive Man. 9 vs 18, need a 9 and roll a 5 and a 6! Radioactive Man is incapped and dealt 1 damage.
We move closer but the lines of fire and pretty blocked.
OPPONENT:
Radioactive Man does his ranged poison dealing 1 to Darwin and Killer Moth.
Deadpool attempts to roll breakaway from Dee Dee to Running Shot. 3. Ha!
Black Panther charges in and swings on Darwin. 10 vs 17 - Darwin chooses Willpower. T'Challa rolls a 4 and a 4 dealing 2 (Stop Click) and sending Darwin into the wall.
0-105
Moon Knight tosses a Moonerang at Killer Moth. 11 vs 17, needs a 6 and rolls a 4 and a 3. Killer Moth takes 3 damage.
Turn 5:
Darwin being KO'd frees up John Stewart to unleash hell. He chooses RCE and targets Black Panther -all to damage. 10 vs 16. Need a 6 to KO him. John rolls a 2 and a 2.
Terry RS in and takes a shot at Panther, too. 11 vs 16, needs a 5 and rolls a 3 and a 5. Panther takes 3 damage.
To protect Terry, I move Dee Dee away from Deadpool and adjacent to John Stewart.
Killer Moth clears.
OPPONENT:
Radioactive Man takes aim at Killer Moth. 10 vs 16. Needs a 6 and rolls a 5 and 1. Killer Moth is swatted.
0-170
Deadpool Running Shots at Dee Dee. 11 vs 16, needs a 5 and rolls a 3 and a 1. Whew! It's something.
Radioactive Man side-Steps up and bases John Stewart.
Turn 6:
John Stewart opts to push: CCE is chosen and Dee Dee provides Empower. 2 to attack - 12 vs 18 for 4. Need a 6 and rolls a 2 and a 1.
Terry takes a shot at Black Panther. 11 vs 16, needs a 5 and rolls 5 and a 2. I'm finally on the board!
30-170
Dee Dee side-steps away from Radioactive Man. She takes a shot at Radioactive Man. 10 vs 18, need an 8 and rolls a 3 and 4.
OPPONENT:
Radioactive Man uses Poison dealing 1 to John Stewart. Moon Knight charges over - 11 vs 17, needs a 6 and rolls a 4 and a 5. Jon takes 3 damage. Perplex comes up. I can use that.
Deadpool running shots - 11 vs 16, needs a 5 and rolls 3 and a 2. John Stewart takes 2 (after toughness).
30-245
Radioactive Man pushes to take a shot at Dee Dee. 10 vs 16 - rolls a 5 and 1.
30-290
Vampire Batgirl charges in on Terry.
Shape-Change: 5! Suck it, Babs!
Turn 7:
Terry clears.
OPPONENT:
Everyone moves adjacent to Terry (who is in hindering).
Turn 8:
Terry vs Batgirl via exploit Weakness. 11 vs 18, needs a 7 and rolls a 4 and a 3. Batgirl takes 3 penetrating!
OPPONENT:
Batgirl takes a swing on Terry.
Shape-Change: 6!
Deadpool takes a swing on Terry.
Shape-Change: 3
11 vs 17, needs a 6 and rolls a 4 and a 4. Terry takes 1 - knockback stopped by Batigrl.
Amanda takes a swing:
Shape-Change: 4.
9 vs 17, needs an 8 and rolls a 2 and a 4.
Moon Knight takes a swing:
Shape-Change: 6!
Turn 9:
Terry takes Steal Energy. Quake!
11 vs 16-19. He rolls a 4 and 3. Deadpool, Amanda, and Moon Knight takes 1-2 damage. Terry heals 1.
OPPONENT:
Batgirl ups her attack - to an 11.
Shape-Change: 5!
Amanda moves up again. Moon Knight charges in:
Shape-change: 5!
Deadpool uses a plot point and takes 1 damage - bringing up Charge.
Turn 10:
Terry has to clear.
OPPONENT:
Clears most. Deadpool charges in: 11 vs 17.
Shape-Change: 2.
Needs a 6 and gets a 4 and 6. Rolls for blades and gets a 4. Terry takes 2.
Turn 11:
Terry takes Steal Energy. Terry takes a swipe at Amanda to get the healing. 11 vs 16. Need a 5 and rolls a 3 and a 4. Amanda is dropped and Terry heals 1.
55-290
OPPONENT:
Moon Knight swings on Terry. 11 vs 17.
Shape-Change: 4.
Moon Knight rolls a 6 and 3 and Terry takes 3 damage via Exploit Weakness.
Old Man Captain America Perplexes up Deadpools attack to a 12.
Deadpool attacks - 12 vs 19. Needs a 7. Rolls a 4 and a 5 and does 3.
55-400
Brutal.
Time for round 3 vs the Judge and his team of:
LE Wonder Woman (realized later she does fly) 100
LE Batman 100
And he hands me:
Tribbles – 5 points
Killer Moth
LE Cloak & Dagger 90
Thanagarian 30
I won map and chose the Weirdworld map. I got the elevated hill side. It took several turns to equip and position before any action took place:
I left the tribbles in the starting area – the zero movement would only hurt my team and provide a quick 5 points to my opponent.
I know Batman is going to be a problem and I want to hit him early and hard – which is Terry’s job.
We met in the center when Batman destroyed a square of blocking terrain to Outwit Thanagarian’s movement special. His team moved up close and I wanted to take my shot.
Turn 4:
Killer Moth was seeking revenge as he RS’d out taking a poke at Black Panther. 9 vs 16 – needs a 7 and rolls a 3 and 3. Curse you, Killer Moth!
Terry takes his turn – 11 vs 16, needs a 5 and rolls a 5 and 1. 3 damage to T’Challa.
I don’t want Wonder Woman to charge in on my team so I opt to sacrifice the Thanagarian and have him base Diana and shield off LoF to Killer Moth.
Opponent’s turn:
Wonder Woman pushes to attack Thanagarian. CCE – 1 and 1. 12 vs 17 for 4. Needs a 5 and rolls a 3 and a 5. Thanagarian is KO’d.
0-30
Batman and Black Panther make Killer Moth a priority target. T’Challa side-steps over: 10 vs 17. Needs a 7 and rolls a 4 and 6. Killer Moth takes 2 damage. Batman takes his turn. 11 vs 18. Needs a 7 and rolls a 4 and a 3. Killer Moth takes another 3 damage and his reign of terror ends.
0-95
Moon Knight gets closer but doesn’t have a target.
Turn 5:
I retreat Terry back while RS – targeting both Black Panther and Wonder Woman. 11 vs 16 and an 18. Terry rolls a 4 and a 1 and hit T’Challa.
30-95
In go the Dee Dees. 11 vs 18 on Diana, Dee Dee rolls a crit miss. Dang it! Second Dee Dee takes a swing – 11 vs 18, 4 and 6 so Diana takes 1 after Invulnerability. Cloak grabs the twins and phases behind elevated to keep them from harm’s way.
Opponent turn:
Clear the pieces.
Turn 6:
I have to clear a lot – hoping Shape-Change and 18 defend hold.
Opponent:
Wonder Woman moves over as does Moon Knight. Batman Smoke Clouds over and Radioactive Man bases hoping to poison.
Turn 7:
Terry winds up with the Exploit Weakness and 2 Empowers. 11 vs 18, I need a 7 for 5 penetrating. Terry drops a 5 and a 3.
100-95
The Dee Dees dance out and swing on Amanda Waller. 11 vs 16 – she rolls a 4 and a 4 and the 3 damage drops the Wall.
125-95
Cloak moves them to the starting area.
Opponent:
Wonder Woman charges in on a Dee Dee: Shape-Change 5! Diana opts to swing on a nearby Tribble.
125-100
Batman Smoke Clouds up and is in my grill. He targets a Dee Dee: 10 vs 17. Needs a 7. Shape-Change: 3. Bruce rolls a 6 and a 2. Super-Senses: 3. One Dee Dee takes 3 damage.
Moon Knight waits to get on the right side of the Moon Token.
Turn 8:
I Running Shot Terry up into the starting area, targeting Moon Knight. 11 vs 17 and roll a 4 and a 1.
The Dee Dees move to not be attacked by Diana or Bruce and Cloak clears.
Opponent:
Batman moves via smoke to beat on his protégé. 10 vs 17 – SC 3. He rolls a 3 and a 4 and Terry is dealt 1 damage.
Moon Knight Running Shot to target Terry. 11 vs 17 – needs a 6. SC 5! Diana clears.
Turn 9:
The Dee Dee’s slide in and start working on Diana. 11 vs 18. Need a 7 and get a 4 and a 5. Diana takes 1 after Invulnerability and Toughness appears. The second Dee Dee takes a swing: 11 vs 17 – rolls a 6 and 1. Diana takes 1 more damage.
Terry has to clear and I hope his Shape-Change continues to hold. I have Cloak reposition the Dee Dees and pop out a Dagger bystander. Dagger attempts to heal the Dee Dee. 10 vs 16, she rolls a 3 and a 5. Heal roll: 1 so Dee Dee heals 2 back.
Opponent:
Batman takes a swing on Terry. SC: 4 No fooling Bruce. He rolls a 4 and a 2,though. Whew.
Diana ups her attack and damage via CCE and swings on Terry. SC: 4 11 vs 17. She rolls a 5 and a 3 and Terry takes 3 damage after Toughness. Moon Knight clears.
Turn 10:
I feel desperate and need to take out that dang Batman. Terry MUST do this! Terry Perplexed up his attack and the Dee Dee’s slide over for Empower. 12 vs 19 for 4. Terry rolls a 6 and a 3! Yeah!
225 – 100
I’m clearing the twins and hoping for the best.
Opponent:
He opts to push Diana. No SC so it is all in the dice. 11 vs 19, needs an 8. Rolls a 6 and 3. Fudge. Blades: 5.
225-200
Diana runs for it. Breaking away she side-steps down the stairs.
Turn 11:
Dee Dees side-step over and use their 3 range. 11 vs 17, need a 6 and roll a 3 and a 4. Diana takes 2. Last Dee Dee: 11 vs 16. Rolls a 4 and a 2. Diana takes 1.
325-200.
Opponent:
Moon Knight Running Shots the weaker Dee Dee. 11 vs 17. Shape-Change: 3. Moon Knight rolls a Crit Hit – no Super-Senses for you!
325-245
TIME!
2-1 but I’m not sure a lone Dee Dee and Cloak could have taken out that Moon Knight.
Whew! Pretty intense battles.
Batman Beyond impressed. Very solid and the Crowbar really gives him consistent teeth.
The Dee Dees were so much fun although in the second game everything went wrong for them.
Of the figures I was given, Thorus, Two-Face, and Cloak & Dagger were pretty neat. I'd like to get that LE Cloak & Dagger sometime.
Well that closes out 2018 as my judge opted to not run any games for the last two weeks of the year nor the first week of 2019.
I guess I'll try and get some pals to play during that time. Thanks for reading!!!
Visible Dials and Pushing Damage need to be optional. This is the way.
I got to play at 3 different venues in two different states.
I went 58-38 in constructed games with a winning percentage of 60%. Slightly worse than 2-1 for the year.
In sealed, I went 15-5 for a winning percentage of 75%.
I came in first in 2 events which is nice.
The venue swelled to 24 regulars for awhile. With the judge swap, the numbers will typically drop and 3 weeks with no games at the end isn't going to help - but I will need to step-up my game to avoid so many 1-2 / 0-3 events.
I'm thinking of a few ideas for 2019:
Character a month - where all constructed games have 1 character I will use on every team. It could be different iterations, of course. My only concern is the obscene amount of Marvel sets meaning I either would not be using the newest sets if I chose DC or I would not use DC until April.
Another idea is to use a certain keyworded themed team once every month - just to build familiarity and tweaking.
Or maybe a DC to Marvel split every month.
If anyone has any suggestions, I'm always willing to consider (outside of mixing universes - I only do that is the even requires it).
Have a happy new year and I'll be back in 2019.
Visible Dials and Pushing Damage need to be optional. This is the way.
I decided I will run a Spider-Family / Spider-Related team once a month. This should work out well with the infusion of Spiders I am likely to get in Earth X.
COMPASSION (a continuation of the War of Light themed events)
Description
"Tor lorek san, bor nakka mur,
Natromo faan tornek wot ur.
Ter Lantern ker lo Abin Sur,
Taan lek lek nok--Formorrow Sur!
Build:
500 pts, 5 actions, Coliseum Age (see below)
During force construction you will assign the "COMPASSION" trait (see below) to one of your figures that is 125 pts or less.
Tournament Play:
COMPASSION - When a friendly character within 6 squares takes 3 or more damage, after actions resolve, if that character hasn't already been healed this turn, heal that character of 1 damage.
Restrictions:
- No figure larger than a 1 x 2 peanut base.
Prizes:
- Retro Boosters, Monthly OP Kit LE figures and more!
Buy-In:
This will be a free event!
Since I will be running Spiders once a month - what better time than now?!?
My team:
Proxima Midnight Spear (not in Units Section)
498 points
If the players bring the cheese I doubt I'll do better than 1-2 but if my Super-Sense rolls get hot, who knows?!?!
Here we go, into the Spider-Verse...
Visible Dials and Pushing Damage need to be optional. This is the way.
I decided I will run a Spider-Family / Spider-Related team once a month. This should work out well with the infusion of Spiders I am likely to get in Earth X.
COMPASSION (a continuation of the War of Light themed events)
Description
"Tor lorek san, bor nakka mur,
Natromo faan tornek wot ur.
Ter Lantern ker lo Abin Sur,
Taan lek lek nok--Formorrow Sur!
Build:
500 pts, 5 actions, Coliseum Age (see below)
During force construction you will assign the "COMPASSION" trait (see below) to one of your figures that is 125 pts or less.
Tournament Play:
COMPASSION - When a friendly character within 6 squares takes 3 or more damage, after actions resolve, if that character hasn't already been healed this turn, heal that character of 1 damage.
Restrictions:
- No figure larger than a 1 x 2 peanut base.
Prizes:
- Retro Boosters, Monthly OP Kit LE figures and more!
Buy-In:
This will be a free event!
Since I will be running Spiders once a month - what better time than now?!?
My team:
Proxima Midnight Spear (not in Units Section)
498 points
If the players bring the cheese I doubt I'll do better than 1-2 but if my Super-Sense rolls get hot, who knows?!?!
Here we go, into the Spider-Verse...
So how did they do?
Round one had me facing a middle-school aged kid. He's played a few times prior to the holidays but was gone for a while and has a lot of questions / needs reminders. He brought:
SR Regent 240
Chase Agamotto
Spider Ma'am (His Compassionate piece)
Shifting Focus Punisher
I won map and chose the Batman Animated Gotham City map. I like the shadows it has.
Turn 1:
My team positioned.
OPPONENT:
He did the same - coming WAY deep into my territory.
Turn 2:
Equip as needed and clear.
OPPONENT:
Regent RS up and took a shot at Spider-Man who finally cleared his Stasis token. 11 vs 18. Needs a 7 and rolls a 3 and a 1. Agamotto Probs the roll. 5 and 2. Silk Probs his attack. 4 and 2.
Agamotto takes a shot at Spidey. 12 vs 18. Needs a 6. Rolls a 4 and a 3. Spider-Senses: 6! Whew, way to go, Peter!
Turn 3:
This was a tough choice for me – I wanted to do so much but I was concerned about pushing. Ultimately, I decided to be patient and just clear / side-step as both Agamotto and Regent we double tokened.
OPPONENT:
Punisher moves into hindering terrain along a rooftop and Spider-Ma’am side stepped some more.
Turn 4:
Spider-Man 2211 called in Venom via the ID Card.
0-5
All my wildcards are given a free action to copy the Sinister Syndicate team ability.
Baron Spider-Man uses Perplex to -2 to Regent’s defense making it a 16. Now I try and bait the kid. Silk Running Shots out and dual targets Regent and Agamotto with her Incap. Moving adjacent to Venom, she needs a 8 to hit both and a 5 to hit Regent. She rolls a 5 and a 3 (Silk is awesome) and Agamotto uses his Prob Control to force the reroll (perfect). Silk rolls a 3 and a 1 which is fine, I just wanted Agamotto to use up his PC before my real attack.
Kaine kicks on the Venom Pump. Spider-Man 2211 side-steps back from Venom and outside of Agamotto’s anti-PC power, carrying Silk. In comes Kaine against Agamotto. 12 vs 19 for 5 (4 + Venom Empower). 5 and 1. PC with Spider-Man 2211. 4 and a 5. Blam! Suck it, 19 defense invincible at only 170 points!!!
Venom charges in and takes a swing as well. 11 vs 18, needs a 7 and rolls a 3 and a 2. Silk PC. 2 and a 4. Drat. I need to get Regent down his dial so I have the other side of the team go for it.
Spinneret Charges in, adjacent to Venom. 11 vs 16 for 4 (3+ Empower). Needs a 5 and she rolls a 5 and a 4. Thud! Impervious roll: 2. Regent takes 2 and loses the anti-Outwit power.
Baron Spider-Man Outwits Invincible and Spiderling takes her shot. She Charges in, adjacent to Venom. 11 vs 16 for 3 (2+ Empower). Needs a 5 and rolls a 3 and a 3. Slap! Regent takes 3 straight!
I can’t get Spider-Man nor Spider-Gwen into the fray and opt to clear them since the two tent-poles have plenty of targets to keep them tied up and I can attack next turn.
OPPONENT:
Side-Step with Regent. 1.
Attack Spinneret. Shape-Change: 5!
Attack Venom: Shape-Change: 3. 12 (11 + Perplex) vs 17. Needs a 5 and rolls a 2 and a 1.
Agamotto attacks Venom. Shape-Change: 4. 12 vs 17. Needs a 5 and rolls a 4 and 3. Super-Senses: 4 – Venom takes 4 damage and then heals 1 due to the Scenario.
Spider-Ma’am moves up, finally and Punisher tries to take a shot but I explain how Line of Fire works on elevated terrain.
Turn 5:
Venom leaves and so the Spidey team has to go without Empower. I need Regent to off the anti-outwit power. I push Silk to Incap Regent and reposition her upcoming 11 attack. I perplex down Regent’s defense to a 15. Needs a 5 and rolls a 4 and a 2. Regent is incapped and the push brings up the 11 attack.
I send in Spider-Gwen on Agamatto. 10 vs 18, needs an 8 and rolls a 3 and a 4.
I push Spiderling. 11 vs 15 for 1 due to precision strike. Needs a 4 and she drills it. Up comes Super-Senses and with no anti-Outwit, I know what I have to do: Spider-Man Outwits Super-Senses and goes Charging in. 11 vs 15.
TIME.
I roll the dice – needing a 4 I roll the 4 and 1. The question is, is 3 damage enough. Click. Click. Click. Boom.
240-5
1-0 and I’m concerned how close that game was. At least the Spider-Team got one in the bag.
Round 2 has me facing TheMightyQ – a member here on the ‘Realms and long time player. He is using a favorite team of mine, the Bombshells:
Wonder Woman
Batgirl
Poison Ivy
Zatanna
Hawkgirl
Harley Quinn
Bud
Lou
We both rolled 3’s for map and his +8 vs my +7 means he won. He chose the canyon map.
Turn 1:
The Bombshells position along one edge opposite where I placed the Venom Pump.
ME:
I run Spider-man 2211 carrying Kaine to the equipment while the girls approach the Bombshells along the right edge. They are at the edge of HSS reach so if they want to attack they won’t have a lot of movement to retreat. Spiderling lags behind to provide a Super-Sense reroll.
Turn 2:
Wonder Woman succeeds in Leadership and rolls off for bonus attacks. Harley Quinn flies up and bases Spider-Gwen and Spinneret, dropping off the Hyena with Prob Control. Wonder Woman joins her, adjacent to Harley. Zatanna and Poison Ivy approach and remain on elevated, nearby while the rest clear.
ME:
Kaine equips the Venom Pump and I opt to clear all but Silk. I have her Running Shot to Incap the Hyena and Harley Quinn. 10 vs 17 and 16. She rolls a 5 and a 3. Hyena uses PC. She rolls a 4 and a 2. Silk uses PC. 5 and 2. There is debate about whether to use a themed team token – but Harley opts to rely on Super-Senses. Hyena: 5. Harley: 3. Harley takes 1 pushing damage.
Spider-Man is now free.
Turn 3:
Diana makes her Leadership roll and removes a token from Harley Quinn. Hawkgirl approaches, carrying the other Hyena, settling down next to Harley Quinn and Wonder Woman. The rest all clear.
ME:
Spider-Gwen makes her move – and attacks Harley Quinn since I know she can’t do much vs Wonder Woman’s 19 defense + Invincible. 11 vs 18, she needs a 7 and rolls a 4 and a 3. Now Harley yanks out a themed team token and munches on it. Spider-Gwen rolls a 3 and a 1.
Spinneret: her job is to take out the PC Hyena. 10 vs 16 with Precision Strike. She rolls a 5 and a 3. Hyena PC’s it: 4 and 2. Hyena needs a 6 and rolls a 4. 3 to the Hyena.
25-0
Now it is Spidey’s turn. He needs to Perplex his movement to reach the spot for a Charge, Quake – but a potential 3 targets is too juicy a target to ignore. 11 vs 18’s. I’ll need a 7 and have 2 Probs to help.
In goes Spider-Man. Hyena Shape-Change: 5. Drat. 2 targets: Hawkgirl and Harley. Spidey rolls a 5 and a 3. Bam! The Hyena eats a themed team token and Spider-Man rolls a 4 and a 3. My opponent considers using another themed team token on Hawkgirl but it would push her and he is loathe to push his figures so opts to take the two damage on Hawkgirl. Harley fails her Super-Senses and takes 2 as well.
Spidey outwits Hawkgirl’s Empower/Enhancement to keep Diana and Harley from getting the damage boost. My opponent suggests Outwitting the Poison on the Hyena. I choose not to because I already declared it and the Spiders are kinda squishy. Plus, Spider-Man has 2 identical clicks, a design I wish WK would put on all figures without Indom or Willpower.
Finally, I have Silk do her triple incap trick. She’ll push but I want to bring up her 11 attack in case I need it. 10 vs 16, 17, and 18 defense. Hyena shape-change: 3. This is my chance. Silk rolls a 3 and a 3. Enough to get the Hyena but misses everyone else. I decide to use her PC to try again. 5 and 2. At least I got Harley, too. Harley has Super-Senses and rolls a 5. The Hyena takes a token and pushes.
I clear the rest.
TURN 4:
Diana rolls for her Leadership: 3. She then rolls for her bonus, making it on Vampire Batgirl and failing the rest. The Hyena poisons Spider-Man. Batgirl with her plus 1 comes tearing in and swings on Spider-Man.
12 vs 18, needs a 6 and rolls a 5 and a 2. Silk uses her PC. 4 and a 5. Spider-Man fails Super-Senses and takes 3 damage. I remember the scenario so Spider-Man heals 1 after resolutions.
Diana tries to breakaway from Spider-Gwen. Rolls a 3 and goes no place. The rest clear.
ME:
I power action Spider-Man 2211 to call in the Venom ID card.
25-5
My team uses a Free Action and copy the Sinister Syndicate Team Ability. Spider-Man tries to breakaway to side-step and get away from the poison but he rolls a 2. He is going to be hit with Poison again so I decide to push Spidey using the Sin/Syn with an 11 attack via Venom. I go for Quake due to having three targets.
11 vs 18’s: He rolls a 5 and a 3. Zatanna uses her Prob Control. 4 and 3. Hawkgirl munches on a themed team token. 3 and 2. Silk uses her Prob Control. 6 and 1. Poison Ivy munches on a themed team token. Good lord – SO MUCH PROB CONTROL!!! But Spidey comes through and rolls a 3 and 3. The Hyena takes 2 damage and is KO’d.
50-5
Hawkgirl takes 1 and Harley makes her super-sense roll of 5. In comes Venom, swinging on Hawkgirl. 11 on a 17, needs a 6 and rolls a 3 and 2. Okay, now it is the big dog’s turn: Kaine Venom Pumps and charges off of elevated terrain. He goes after Hawkgirl, adjacent to Venom. 12 vs 17 for 4 with Exploit Weakness. Needs a 5 and rolls a 6 and 4. With everyone having used PC, Hawkgirl has to eat it.
125-5
Spinneret copies Venom’s 11 and swings on Harley. 11 vs 18. Need a 7 and rolls a 3 and a 1. Spider-Man 2211 has LoF and Probs the roll: 3 and 4. Harley takes 4 damage (3 + Empower).
200-5
Kaine rolls for Venom Pump and gets a 2 and takes 1 damage.
TURN 5:
Diana rolls for Leadership and then starts her attack bonus roll. She succeeds with Poison Ivy and fails the rest. Luckily I have much of my force adjacent to Venom who’s ID call in ability is Shape-change.
Poison Ivy chooses to Mind Control Venom. Shape-Change: 6!
Poison Ivy to Mind Control Spinneret. Shape-Change: 5!
Poison Ivy to Mind Control Spider-Man. Shape-Change: 3! Super-Senses: 4.
Spider-Man attempts to attack Kaine: 9 vs 17. Needs an 8 and rolls a 3 and a 4.
At this point time runs out and the team is now 2-0.
I’m impressed with their performance and I draw a player who uses pretty much the same thing each time he comes – which is mainly when he can use his usual figures (I think the theme was either Negative Play Experience or WK design flaws – I don’t recall):
SR Unseen (power cosmic)
SR Zeus (power cosmic)
LE Skeets (full dial) (3 stop clicks and gets Power Cosmic)
And a new addition: SR Mr. Mxyplytk (sp) (Power cosmic)
I win map and choose my city street hoping my mobility and the shadows slow Zeus down a bit. Our new judge doesn’t have many map choices so unless you bring one you might get stuck. He talks about his second round match where he used his “favorite map” – the blank side of the original Armor Wars map with nothing but white and a grid. No terrain to deal with. (No wonder he does terrible in sealed unless he pulls the uber-mensch).
My opponent groans about having to face the Spiders. He hates the Spiders. Fair enough, I hate figures that draw Line of Fire ignoring nearly everything and figures that just need to not roll a 3 to KO stuff.
Turn 1:
I position my team and Spider-Man removes a stasis token.
Opponent:
Marches way up field , sticking to the opposite side of the Spiders.
Turn 2:
Equip Kaine and clear for the attack. Spider-Man removes his final stasis token.
Opponent:
Unseen Outwits Spider-Man’s Super-Senses through elevated, figure bases and hindering. Zeus Running Shots out, carrying Skeets. 13 vs 17 for 6. He rolls a 5 and a 4.
0-70
Well that sucks.
Unseen lays out his Smoke Cloud to protect Zeus and Mxy moves to the ladder with my opponent choosing to take the 1 damage from pushing. RS + PW comes up.
Turn 3:
Zeus is double-tokened so at least I know where he will be. With only 1 true attacker, I really need to be aggressive as hell. I’m not going to go after Skeets to keep him in his robot form.
I move the Spiders, keeping them all with 4 of Spiderling in case I need a Super-Sense reroll. Spider-Gwen’s job is to tie up Zeus. Her Invulnerability and CR + Super-Senses means she can take a hit and has a chance of causing Zeus to miss. Unseen also has to choose to outwit only 1 power of the 3.
While Unseen and Mxy are on an elevated building (with Mxy blocking the ladder up), I still like that Zeus (and Skeets) are stuck in the street. I position so Mxy has no LoF to most of the Spiders thanks to the rim.
OPPONENT:
Mxy uses his special damage power and makes Zeus a Colossal. Crap – I didn’t see that coming at all. Zeus uses Colossal Stamina to Running Shot, carrying Skeets, auto-breaking away from Spider-Gwen to go up on elevated and use his dual target to B.S.-EE a good portion of my team:
13 vs 18 (is my highest). He rolls a 5 and a 4. I PC it with Silk. 4 and a 3. I PC it with Spider-Man 2211. 2 and a 4.
Spider-Gwen Super-Senses: 3. Gwen takes 2.
Spider-Man 2211 takes 2. Kaine Super-Senses: 3. Spiderling reroll: 4. Kaine takes 4 and then heals back 1. Spinneret: Super-Senses: 5! You go, girl!!!
Zeus takes 1 damage.
TURN 4:
Well this is a problem. My opponent mentions how he hates Super-Senses. I tell him to relax, my team isn’t designed to handle his team. I need great rolls and a hell of a lot of creative planning.
The Spiders don’t ignore figure bases which is a problem getting to Zeus. Mxy is a problem since he can keep giving Zeus Colossal Stamina and I can’t take multiple 4 damage B.S.-EE. Should I wait and clear? Seems like suicide.
Dang it. Spider-Man 2211 calls up Venom via ID.
0-75
My team Free Actions to take the Sinister Syndicate Team Ability. One down side to Venom is he does not ignore ANYTHING for movement so I can’t get him up on the elevated thanks to Mxy. His Empower won’t be as useful, either because after he attacks he can’t move.
BUT, If I can drop Mxy, I can send some pieces after Unseen standing adjacent.
I am planning too much so I just start attacking: Venom takes a ranged shot at Mxy. 11 vs 18 (17+Tiny). He needs a 7 and rolls a 4 and a 2. Drat.
Okay, Spinneret has P-Strike and Mxy has a 5 on his die roll which WON’T help him if she hits. C’mon MJ!!! Spinneret charges over adjacent to Venom, taking his 11 attack and moving next to the ladder. 11 vs 17 for 4 (3 + Empower). Spinneret rolls a 5 and a 5! Doubles for Knockback! Splat: Mxy goes back to the 5th Dimension.
70-75
Kaine Venom Pumps. I wish I had an 11 attack to get up there but Spidey is dead, Venom is immobile and Silk doesn’t ignore terrain for movement. Kaine charges in: 11 vs 18. Needs a 7. First attack: 3 and a 2. Second attack: 4 and a 3. Super-Senses: 4 – a success for Unseen. Third attack, crit miss.
My opponent howls with glee. My margin of error is slim vs his team so each mistake shoves those odds hard against me.
Silk Running Shots and takes a poke at Zeus, hoping to Incap him and get the 1 penetrating since he is off Invincible. 10 vs 19, need a 9 and rolls a 4 and a 3. PC the attack: 3 and a 2.
The rest clear and Kaine takes 1 from the Venom Pump.
TURN 5:
Unseen phases behind another building. Zeus has to clear. Skeets takes a shot at Kaine. 10 vs 16 defense. He needs a 6 and rolls a 5 and a 3. Kaine is on his Stop Click.
ME:
Venom leaves. Silk, Spider-Man 2211, and Spinneret are pushed. Kaine is in a cocoon and Spiderling can’t attack anyone except Skeets. I side-step Spider-Gwen next to 2211 for taxi services and clear the rest.
Turn 6:
Zeus takes a shot at Silk. 12 vs 16 for 5. He needs a 4 and rolls a 5 and a 2. I save Silk’s PC for her Super-Senses because a 4 is so low. Super-Senses: 4. Silk PC: 2. Spiderling reroll: 6! Yeah, boy! Skeets takes another shot at Kaine. 10 vs 18 – needs an 8 and rolls a 3 and a 2. He opts to take the pushing damage on Skeets.
ME:
Kaine rolls for Regen. 4 – heals 1 because of STOP. Drat. Spider-Man 2211 brings Spider-Gwen up onto elevated terrain.
I bring Spinneret onto elevated as well with Spiderling moving to make sure she is within 4 of the team.
Turn 7:
Unseen comes out because he was misplayed. He Outwits Spider-Gwen’s Super-Senses and Zeus RS out to shoot her. 12 vs 16, needs a 4 and gets the 4 doing 5 damage.
70-140
ME:
Spinneret takes a swing on Unseen. 10 vs 18, need an 8 and rolls a 3 and a 4. Silk takes an incap shot at Zeus. 11 attack vs 19. Needs an 8 and rolls a 5 and a 2. Dang it.
Clear the rest.
Turn 8:
Unseen phases next to Spider-Man 2211 to stop him from shooting Zeus, I think. Not sure why buy I am okay with this. Skeets flies out to try and shoot my gals next turn. Zeus clears.
ME:
Flurry + Precision Strike – 2211 vs Unseen. Attack 1: 3 and a 2. C’mon Spider-man 2211!!! Second try: 4 and a 6! BLAM! Suck it, WK’s little pet! Unseen is truly unseen.
135-140
Kaine uses Venom Pump and goes after Zeus. 10 vs 19, with triple flurry - need a 9. Try 1: 3 and 2. Try 2: 4 and a 3. Try 3: 6 and a 1. Venom pump deals 1 damage to Kaine putting him back in the cocoon.
I send Spiderling in and hope to get lucky. 10 vs 19, need a 9 and roll a 2 and a 5.
Turn 9:
Zeus attacks the cocoon: 11 vs 18. Needs a 7 and rolls a 5 and a 6. Prob with Silk. 6 and 1. Skeets moves back onto elevated once Spiderling moved and takes the pushing damage bringing up his colossal form.
134-215.
Spinneret pushes to attack Zeus. 10 vs 19 for 1. She rolls a 5 and a 3. Silk takes a shot: 11 vs 19, needs an 8. 4 and 1. PC. 3 and 2.
Turn 10:
Zeus targets Spiderling. 11 vs 17. Needs a 6. 5 and 1. PC. 4 and 5. Super-Senses: 1. Spiderling reroll: 4.
134-245
The game goes to time soon afterwards.
2-1 but I’m happy with how the Spiders handled. They really need more support powers – especially Empower / Enhancement. Their 2-3 damage values just don’t move through dials as quickly as they need to vs heavy damage reducers.
Spider-Man was fine and I’m content with keeping him for now.
Spiderling is awesome. I love what she brings for 30 points.
Spinneret is outstanding. She combos with Baron Spider-Man wonderfully.
Kaine + Venom Pump is a thing that will happen for as long as I play the game.
Silk continues to be a favorite. I’d like to see one that has more mobility, though.
Spider-Man 2211 was great at bringing PC and being a flier. The Spider teams need more taxi’s.
Spider-Gwen was fun and did what I needed her to do. I’m thinking about modding a figure for her as I don’t really care for the Samurai outfit.
That’s all. On to next week! Thanks for reading!
Visible Dials and Pushing Damage need to be optional. This is the way.
It has been extremely hectic at the beginning of this year so I'm going with a short synopsis with just the highlights.
Once things calm down in March, I will be able to better recap going forward. As always, thanks for reading and you are always welcome to share a comment, suggestion, or sympathy.
Visible Dials and Pushing Damage need to be optional. This is the way.
To celebrate the return of the Young Justice animated show!
Description
Build:
500 pts teams, 5 actions, COLISEUM AGE (see below)
Celebrating a new generation of heroes!!!
Tournament Play:
Standard play.
Restrictions:
- All figs must have one of the following requirements (keywords must be printed)
All-New X-Men keyword
Champions Keyword
Gen13 keyword
Generation X keyword
Hellions keyword
Kid keyword
Legion of Superheroes keyword or team symbol
New Mutants Keyword
New Warriors keyword
Power Pack keyword
Runaways keyword
TMNT keyword
Teen Titans keyword
Teen keyword
Titans keyword or team symbol
Young Avengers keyword
Young Justice keyword
or have one of the following words in there name
Boy
Girl
Kid
Lad
Lass
Teen
Teenage
Prizes:
- Monthly OP Kit LE figures and more!
I decided to take advantage of the words in their names and go with a Kryptonian keyword themed team of:
and a figure I never play but decided to dust off:
Short version:
Round 1, faced: Teen Titans
Raven, Robin Crisis, Robin (?), Impulse 115, Garth, Speedy LE, Red Arrow, Symbiote, Chase Troia,
JSA Map
Firs turn: Killed Garth
Then I hurt team with Superboy's EE, hitting 4 pieces.
Due to having limited actions, the Young Justice team was able to plink away on Kara and she was the first to fall, costing me my Outwit.
Superboy Prime was on a tear. He killed Robin and Raven, blasted Red Arrow for 6. Because it was a Crisis dial, though, that punk was still alive.
SLoSH Superboy was wounded and so he retreated to the Time Ship on the map to heal. I ran Prime as interference to protect Clark but to no avail. The Symbiote Speedster was able to finish him off. Luckily, Impulse did not remain adjacent to Superboy Prime (which he rued afterwards), allowing him to choose his targets with EXTREME prejudice.
He started off by killing Troia, Someone hiding in hindering (I can't recall), Shot Red Arrow to finish him off, Killed Impulse, and then ended the game with an overkilling, yet comic accurate, Crit Hit on Crisis 35 Robin to clear the team.
1-0
Round 2:
I faced a strong team of Bombshell Supergirl, Batgirl, The Hawks, Batgirl Title, Batgirl, and Giant Girl.
I won map and chose one with lots of elevated with the hope of using hit and run tactics to weaken the team.
On my first move, I wanted to destroy the Outwit the Hawks were carrying but it would have left Prime too exposed - and if I missed, he'd be dead meat. I opted to go after Bombshell Supergirl and get rid of the high attack / taxi.
Prime did what he was supposed to, blasting her for 5 (3 after Invincible), knocking her back 3 (away from her fare), and throwing an action token on her.
I reposition Prime as far back as I can in a way that Superboy and Supergirl can retaliate when he gets attacked.
Up comes the Hawks who bring the outwit. This leaves Superboy Prime vulnerable and sure enough, his 18 defense doesn't hold. Most of the opposing team moves up.
I use Superboy's RS & EE to blast Title Batgirl. He makes the hit and is out of range of PC. Excellent. She rolls Super-Senses and gets the 6. Fudge. That is going to be a problem - when you run few figures, every attack needs to count (this is why I don't normally use these types of teams).
I don't want to deal with a hopping around Retailiator so I have Supergirl go after Giant Girl. To my delight she actually scores a hit and drops her and I'm winning at this point, 10-0!
His team swarms mine and I have my pick of targets. I need to start crushing more stuff!
Supergirl takes a swing on the other Bombshell Supergirl: 10 vs 17, miss, I need the hit so I have Superboy eat a themed team token.
Miss.
Dang it. Superboy prime will take a swing. 10 vs 17. Miss
Superboy will double token himself to at least do something: Miss
That was the game. His 5 attacks KO'd Superboy first. It took 2 hits to KO Supergirl. Prime followed soon afterwards thanks to Outwit.
1-1 and lost 10-500. Ouch, but that is tentpoles for ya.
Round 3 vs a Runaways team of:
Molly Hayes x7
Rare Chase Stein
Iron Lad
15th Anniversary Gertrude and Old Lace
Rose red
Nico Minoru
He won map and we tussled on the Star Trek maze map.
I decided to go with overwhelming force and when I saw Nico was in a bad spot, Prime took advantage: 11 vs 17 for 5, + knockback = death.
I'm up 40-0.
His team keeps moving up with all those Mollies. Superboy takes a shot at Iron Lad and lights him up. He masterminds it to the velociraptor, though. I didn't see that coming.
Old Lace charges in on Clark and hits. He rolls for blades and get a stinkin' 6. Clark takes 4 and his hurt badly.
I need that dinosaur gone so I send Supergirl out. The plan is to hit the dinosaur and knock it back so Clark can escape.
Supergirl misses Dinosaur, of course.
Clark now has to breakaway. Rolls a 4. Fail.
The Mollies are carried in. Clark needs to get out of there. Breakaway. Fail.
I need him to get out of there. Kara munches on a themed team prob.
Fail again.
He falls to a hail of kid-fists.
40-100
Prime uses his HSS to fly through the maze, blasting Gertrude for the KO.
90-100
I can still win this thanks to Superboy Prime using up so many points. I just need to keep blasting and moving but it is possible for Prime to KO a Molly with each hit if they an action token on them.
The horde heads after Kara. Kara takes a swing - needing a 7 and misses. Old Lace is looking for revenge and she attacks Kara even though it will KO the pog. The dinosaur hits and rolls for blades. A 5. Kara takes 3 and is barely standing when a Molly pummels her out.
90-200
Superboy takes out a Molly then Rose Red who was being a pain with her Smoke and single Barrier token.
180-200
Chase brings over the Mollies and Prime is okay with that. KO one and I can't lose.
11 vs 18, need a 7 to go ahead. Roll a 4.
The Mollies try to hit Prime but that isn't happening.
My turn, again. Still need just an average roll. Roll a 5.
Time.
1-2
I don't like running tentpoles just for this reason. I'm glad I used Prime because it has been awhile but he is scarier on paper than in real play. Oh well...
Visible Dials and Pushing Damage need to be optional. This is the way.