You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
In the past, Gargantua and I have committed to some big single elimination tournaments to see who was best team in Clix. We determined the best team at 300 points (Defenders), 500 points (Avengers) and 800 points (JSA). Well we're at it again, but this time to make things interesting we're randomizing the point values to see which team is best - at any point value.
Teams must still be able to field 800 points in named figures, no dupes to qualify. Only those figures with the TA on their base may be used, so Hypertime U Flash can't be on the JSA team, but the AA version of him can. Which brought us a tidy 32 teams. Split between us:
Flyingicarus will be playing: Sinister Syndicate, Hydra, Superman Allies, Batman Enemies, Masters of Evil, Outsiders, Spider-Man, Ultimates, Skrulls, Brotherhood, Mystics, Defenders, Avengers, Legion, Power Cosmic, 2000AD
Gargantua will be playing: JSA, JLA, Minions of Doom, X-Men, Calculators,
Fantastic Four, Titans, SHIELD, Kingdom Come, Quintessence, Injustice League, Batman Allies, GLC, Superman Enemies, Hypertime, Suicide Squad
Point value of each game will be determined by random die roll, 1d6 +2, x100 for a range of 300-800. No feats will be used
Only one character per team, the one with the highest point value, will be able to use the TA (to keep teams like Mystics and Bat Allies from being too annoying). If he's KOd, then the highest point figure remaining picks up the TA. For teams that require two members to work (like Sinister Syndicate) any piece may be used to trigger the ability, but only the highest point figure may actually use it.
The story so far:
Game 1: The Sinister Syndicate ruled over the Minions of Doom.
Game 2: The Titans left the Outsiders out in the cold.
Game 3: JLA defeated the evil machinations of Hydra
Game 4: The Skrulls proved to be too much for Batman & Friends.
Game 5: X-Men pummeled the Masters of Evil
Game 6: Hypertime beat the Spider-Allies in a hard fought battle
Game 7: Batman Enemies sent their foes to Kingdom Come
Game 8: Suicide Squad lived up to their name, going down at the hands of the Brotherhood
Game 9: Mystics proved magic superior to tech against the Superman Enemies
Game 10: Fantastic Four overwhelmed the Superman Allies
Game 11: 2000AD were a group the Calculators couldn't calculate on.
Game 12: Avengers gave justice to the Injustice League.
Game 13: Green Lantern Corps take on team Quintessence in a post near you.
Game 14: The Defenders vs. Quintessence, also elsewhere!
Game 15: Here and now: the Justice Society vs. the Legion of Superheroes.
"I know Rokk," Dawnstar says, "The 21th century is so...primitive."
"I think he means unreal about facing the Justice Society, Dawny," Wildfire replies.
"You bet! I really respect these guys. The JSA were some of the greatest heroes of their time," Ultra Boy says.
Mon-El pats his ally's back. "It isn't a pleasant task, this. But in order to stop Mordru from gaining access to this time period and defeating the JSA, we have to stop them from meeting him."
"So we need to preoccupy them," Lightning Lad adds.
"Exactly," Mon-El adds.
"And is there anyone besides me who sees a problem with this plan?" Lightning Lad asks.
"I suppose you have a better plan?" Dream Girl asks. After a moments pause she adds, "I thought not."
"This infighting certainly won't help the cause. There's a 45.5% percent chance that it will effect us in this game," Brainiac 5 says.
Karate Kid replies, "I suppose telling us our chances of failure is helpful."
"Legionnaires," Saturn Girl interrupts, "I've received mental confirmation. The JSA have arrived. And they are one tough crew!".
Everyone should be able to benefit from the 18DV with Defend for eithe Flash or Jakeem.
R Jade @ G12
V Mr. Terrific @ F14 (stealth)
Flash (AA) G13
E Wildcat H12
V Hawkman @ H13
Jakeem Thunder @ G11
Liberty Belle G10
R Green Lantern (OR) @ H10
Vigilante @ H11
So let me get this straight. I'm supposed to send my guys into your range and try to pierce that 18 or 19 dv (plus +1 for hindering). Ummmm....I don't think so.
Seriously nothing I can accomplish this turn.
Cosmic Boy W11
Lightning Lad W12
Dawnstar W14
Dream Girl V7
Valor R14
Ultra Boy X12
Saturn Girl X11
Wildfire R X10
Brainiac 5 E U6
Karate Kid W8
Only Terrific gets a hindering bonus and he's stealthed. Well, depending on where you attack from. I guess there's some hindering you could get between you.
And I'll clear mine too.
R Jade G12
V Mr. Terrific F14 (stealth)
Flash (AA) G13
E Wildcat H12
V Hawkman H13
Jakeem Thunder G11
Liberty Belle G10
R Green Lantern (OR) H10
Vigilante H11