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For all rounds, only outdoor maps can be chosen. All team building rules are the judges choice.
Round 1
It's a Blizzard Out There!
In this first round, the snow is so blinding that opposing figs can't be seen through the swirling snow!
Each person takes a token (such as a poker chip) for each fig on their team and numbers it 1 thru however many figs there are on the team.
On a sheet of paper, write down the name of a fig and the number that it will correspond to. Don't let your opponent see the sheet... you don't want them to know which number represents which figure.
Players line up the tokens in their starting area instead of their figs. Turns proceed as normal, but using the tokens instead of the actual figures.
Once a figure gets within four squares of an opposing fig (and has line of sight), the tokens are replaced by the actual figures. Until a figure is revealed, no attacks can be made by or against it.
Powers such as TK, flight and taxing, etc. can be used normally with the tokens. Once a figure is revealed, powers such as Outwit and Perplex can be used against it by figures that have not been revealed. However, using these powers and abilities will usually let your opponent know what those figures are.
Round 2
Watch Your Step!
The blizzard from round 1 has left the entire playing surface as slick as an ice rink. Any water on the map is considered frozen over and becomes clear terrain.
Everytime a fig is hit by an attack, knockback occurs because the figure is slipping on the ice. The number of spaces the figure is knockbacked is the unmodified printed damage that is on the attacking figures dial (similar to the Crusade team ability). Even if no damage ends up being dealt (due to Toughness for example), the fig that is being attacked is still knocked back on a successful attack.
A critical hit will add 1 to the number of spaces that a figure is knocked back. If an attacking figure rolls a critical miss, he knocks himself back one square.
Knockback into blocking terrain or off of elevated terrain is handled normally.
Figs with Charge and big figures are immune to the knockback effect (per standard rules).
Round 3
Snowball Fight!
Instead of a normal attack, any figure can throw a snowball. Snowballs have a range of 6, regardless of the attacking figures range. If a figure is hit by a snowball attack, it is blinded by a snowball to the face and a token is added to the figure. Adding a second token to a fig because of snowball attack does not cause push damage, but other rules of having a second token apply (such as the figure must clear the next turn).
Big figs are immune to snowball attacks.
This is a 300 point constructed tournament. Don't worry about figure availability; who would you put on this team?
Snow Blind:
U Ultrahumanite w/Pounce, Nanobots, ICwO
LE Justice is Served!
E Dagger w/ICwO
V Scourge x 4
=300
Maybe the judge will give you a bonus for all-white figures being tough to see in the snow?
Good Traders Thread:
http://www.hcrealms.com/forum/showthread.php?s=&threadid=43407
In terms of effectiveness, HSS will (as usual) be a good power or a transporter. With the limited visibility long range will not be of such great use, except on HSS figs who have their range halved anyway.
How about an Avengers/Alpha Flight mix with Quicksilver, Black Knight and Sasquatch (can't have a Snow scenario without him)?
Figs with lots of charge will also be a good idea (no knockback taken and can follow up on knocked back enemies).
Anyway, I like the scenarios and will shamelessly copy them for later use!
Snow Blind:
U Ultrahumanite w/Pounce, Nanobots, ICwO
LE Justice is Served!
E Dagger w/ICwO
V Scourge x 4
=300
Maybe the judge will give you a bonus for all-white figures being tough to see in the snow?
Couldn't run this team, it's a constructed/restricted tournament. Ultimates is retired. Which set is Ultrahumanite from?
How about T-bolting this team to MOE? I did that with Black Knight and he was awesome.
T-Bolts is almost always good, but in this case you'd have to take out one figure to pay for the cost. I'd prefer to stick to 6 figures instead of 5. The AF ATA is for free, giving everybody a nice boost. With 6 figures, the need for the Avengers free moves isn't so bad that giving it up for the AF ATA would be such a high risk, IMO.
Apart from that, I'm more a thematic player and try to avoid the overly used combos as much as I can, so this might just be a personal preference of mine not to use T-Bolts, when the figures don't warrant it due to their history. In the above team you'd at least have some Alpha Flighters.
Well, charge, HSS, and TK seem to be more powerful than usual in this match, and not just for round 1. I definitely like the looks of the Avengers team posted so far...
Arguendo of the Beige Lanterns (Pedantry Corps)
Feb 2015: JL Trinity War has have given us the CSA, playable and together. Twice. ROCK ON!
REClixed: Justice for Dmitri Pushkin (your sacrifice will not be forgotten)! New generic Rocket Red @50-75 points while we're at it? Still no 19DV Defender? (WoS Groot doesn't count)
Power Girl AND Bust.
Ended 2-2 today. The fourth round combined all the rules of the scenario. Went up against two KC Flash Teams, 4x Cheetahs and a Vision/Jack of Hearts Team.
2-2 isn't so bad with a faction pure team, if you consider the presence of KC Flash. He's a real pain in the arse and even more so in this kind of scenario.
Yeah, I lost to a tag-team KC Flash/Icons U Flash, but defeated a KC Flash/DR Jean Grey combination. The other loss was to the cheetah tank using Black Knight T-bolted to Green Lantern. It wasn't a complete loss though, he only had two cheetahs left at the end.