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"You're koing, right? I nerd guy and his genie?" Captain Marvel asks, "I guess when you've seen Master Pandemonium, you've been worse." Carol rushes in on him, taking Johnny Thunder out by surprise.
White Tiger sneaks up on Stargirl and taps her hard enough for a ko. "That's two down," she replies.
I'm getting a little tired of that Black Talon-Vision combo. I'm starting to feel he should be subjected to the same 12 times per game rule as the bystanders. At least you have to make a Mind Control roll with him, not that you've had much trouble doing that.
With Johnny down, do I go Jakeem? Seems so obvious. Too obvious.
Ma does her Come And Get It thing Flash, Mid-Nite and Cyclone to K23, I24, J24 respectively and all heal 1. I wish STRIPE and Sargon had the JSA keyword but they have to do it the hard way.
Flash teleports to I15. STRIPE and Sargon Perplex his Damage to 5, HSS to I11 on White Tiger AV10 on DV15. Gets 11. 5 to her. Break? 5. Ends in B19
One replacement will be the HQ16 Wonder Woman. I disagree with the name on her as Diana Prince. If this is JSA Wonder Woman it should be Hippolyta, so I'm considering this my alternate Wonder Woman.
Also, Sand. I hope I'm not throwing him out to certain Doom, but I probably am. Cyclone TKs him to M16
He'll RCE for +2AV on White Tiger. AV12 on DV15. Gets 5. KOs her OR you can use her Demonic Resurrection to come back on click 3, but then someone on your side (besides her) has to take a click at the start of your turn.
I won’t block her. Whoever I send out will be chewed up and spit out.
Sargon Barriers
STRIPE Sides to G23, carrying Sargon to H23
Mid-Nite to heal Sargon. AV9 on DV15. Gets 6. Sargon's back to top dial
Wonder Woman Sides to I21. Note that with her Trait, all the JSAers within 6 squares of her can share defenses as if they were adjacent. So as long as one JSAer has an 18DV, they all will.
RE041 Cyclone @ J23 (1)
CD23 E Dr. Mid-Nite @@ I24
FL01 Flash (Speed +3) @ B19
JLU STRIPE G23 (4)
AN Sargon the Sorceror @ H23
HQ Red Tornado @@ J23
HQ16 Wonder Woman I21
HQ Sand @ M16
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I disagree on limiting Black Talon. Unlike our normal pog generators who do it for free, he has to use an action to do it. And to work it involves two successful hits. I think he's just fine.
Xorn pushes to heal Thor. Needs 8, gets 19. He's back. 1 to Xorn.
Joey tks Thor to F10.
Thor on Sand. Needs 6, rolls 7. SS is 1. Easy ko. He ports back.
Jarvis enters. I'm using him just for those free ID cards. He directly replaces White Tiger and calls on Iceman. XP E version who simply barriers over Sand.
Joe tks him to G3.
Jarvis boosts Pietro's dv and Pietro's boosts Thor's.
I know, I know, you have no targets whatsoever. While you're barely better at least not everyone is in your starting area. I am working on it.
CT007 Mandroid Armor R (Joe) @ F2
CT007 Mandroid Armor R (Joey) @ I2
Xorn @@ (1) J1
SWB037b Captain Marvel (1) M2
CAAVS070 Thor @ I1
WK Quicksilver (1) J2
AI006 Moondragon K2
Ant Swarm G6
AA Jarvis (ID cards used-1) @ G3
Black Talon G2
Seriously. Even my TKer is pushed so I'm super limited in what I can do here, and totally lost for what to do with a replacement. I've still got a few JSA I want to play before I give up on my theme.
So fine, I guess maybe it is time for Jakeem. Just because his pick-a-power gives me something I can do with the figure, which is more than I could say for the others. And I definitely do want to play Jakeem.
He's in G24, takes Support, and really not much of anything else I can pick for his second power that will do me any good at all. Tries to heal STRIPE, AV11 on DV18. Gets 9. Support is 4. He's up 2.
RE041 Cyclone J23 (1)
CD23 E Dr. Mid-Nite I24
FL01 Flash (Speed +3) B19
JLU STRIPE G23 (2)
AN Sargon the Sorceror H23
HQ Red Tornado J23
HQ16 Wonder Woman I21
JW53b Jakeem Thunder @ G24
1854
Talon ports to G11, sort of a sacrifice. He tries his luck on Vision again. Needs 7, rolls 6. This guy needs so much work to, well, work.
Quicksilver uses another id card. Calls on Flash BATS 38, a kind of shadow of himself. Rolls for his trait. 6.1.6. Excellent. He'll boosts his damage to 5. Jarv makes his av 11.
Moony tks him to H10.
Moves to G22 attacking Sargon. Needs 5, twice, gets 11. 4. and pcs that to 4. My God, is it that hard to get a freakin' 5?
Ant sides to E8.
I couldn't get a 7 and a 5. How am I 100 points ahead is unfathomable.
CT007 Mandroid Armor R (Joe) F2
CT007 Mandroid Armor R (Joey) I2
Xorn (1) J1
SWB037b Captain Marvel (1) M2
CAAVS070 Thor I1
WK Quicksilver (1) @ J2
AI006 Moondragon @ K2
Ant Swarm E8
AA Jarvis (ID cards used-2) G3
Black Talon @ G11
Okay, dodged some major bullets there, and I have a target! Any my team is mostly cleared, so I should be able to take him down, I hope.
Jakeem takes Perplex and Mind Control (just as a back up plan). Perplexes STRIPE's Damage to 4. Then Sides to H22, carrying Sargon to I21
Cyclone TKs STRIPE to L17
STRIPE RCE on Talon, AV10 on DV16. Gets 11. 5 after Toughness will KO him.
Jakeem to MC Flash, AV11 on DV18. Gets 11. Wow, my dice are stuck, but in a good way for once.
Flash to G11 to block Talon.
STRIPE Sidesteps to L19
All the JSAers continue to share 18 DVs amongst themselves. They'll share it from Ma Hunkel which lets them use her Simpler Time bonus where if the attack misses, they get to heal 1 as well.
RE041 Cyclone @ J23 (1)
CD23 E Dr. Mid-Nite I24
FL01 Flash (Speed +3) B19
JLU STRIPE @ L19 (2)
AN Sargon the Sorceror I21
HQ Red Tornado J23
HQ16 Wonder Woman I21
JW53b Jakeem Thunder @@ H22
1854