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My team (name forthcoming):
"Super Rare" LE Kurt Wagner (7/7) 86
E Atlas (8/8) 107
E Iron Fist (7/7) 55
R Lockjaw (6/6) 24
R Invisible Woman (5/5) 28
==> 300 on the nose
I apologize for the delay but i've been trying to clarify some aspects of the map you've chosen. Looking at it, i believe you've placed the LO on blocking terrain. Also, i thought that the fence terrain had special characteristics (like the fence on the "Construction Site" map). (It states in the Player's Guide with regard to the "Construction Site:" "The chain link fence (thick grey line) is special hindering terrain. If a figure moves across the fence, they must end their move in the square after crossing the fence. If this movement ends in clear terrain, the character may move normally the next turn.")
The rendering on Peers' awesome utility looks different, however. It's probably best to stick with what Peers thought.
I do, however, believe that two of your characters are outside the starting area.
I thought the fence was blocking terrain? I put the LO in the gateway didn't I? Re arranging my guys now, I forgot about the 4 squares rule. I should have just stuck with a modern map.
Yup, looks like the fence is highlighted green for hindering, but the brown squares behind it don't have any marks. Let me know.
If I make you a trade offer, even if you think it's ridiculous, please at least respond with a kind and simple "Thanks but no thanks."
No, no -- let's just agree to use Peers' understanding/rendering of this map. According to Peers, you placed the LO in one of the gates, which is fine. Thanks for adjusting your starting position, too.
(The way i see it when i look at the paper map upstairs is that K19 and N19 are pillars, but that won't apply to this game... )
The squares themselves aren't hindering, but if you cross the line they are. The line is also Hindering for LOS, similar to the fence in the construction yard..
1A:
1) Lockjaw will use transporter phasing teleport to carry Doom. End move in S-13/T-13, placing Doom in S-12.
2) R Nightcrawler will use phasing teleport to move to T-12.
Free: Doom will outwit Atlas Giant Ability.
Doom's Mental Minions of Doom
1) U Doom (9/9) R-24
2) E Lockjaw (7/7) Q-23/Q-24
3) R Asp (4/4) S-23
4) R Night crawler (5/5)T-24
5) Peter Henry Gyrich (1/1) O-23
vs
Mike's Mash-Up
1) "Super Rare" LE Kurt Wagner (7/7) 86 P2
2) E Atlas (8/8) 107 M2
3) E Iron Fist (7/7) 55 O2
4) R Lockjaw (6/6) 24 N1/N2
5) R Invisible Woman (5/5) 28 L2
This is one of the reasons i love the Sealed Booster LEague: i get to learn (re-learn, review) rules, with which i'm not very familiar, like with Giants.
I presume you mean Doom uses Outwit to counter Giant Stride (because Giant Size, according to the new Blackest Night PACard, "This ability can't be countered.")
One more thing: I don't think your Lockjaw could have reached the squares you indicate from his starting position because that 'tail-swipe' is no longer legal. We could, however, simply assume that Lockjaw's starting position was, say, M23/N23 (and that Doom's starting position was adjacent to Lockjaw)...
Also, it's not permissible for Lockjaw to use Phasing/Teleport, Carry, and Move and Attack (which grants Hypersonic Speed), right?...
Mike's turn 1b
- Invisible Woman moves to R8.
- Lockjaw uses the Carry Ability with Iron Fist, moving (with Phasing/Teleport) to R12/S11 and placing Iron Fist in R11.
- Kurt Wagner moves to V13.
- ('free' Avengers TA move) Atlas moves to N11 NOT picking up the HO (yet).
Doom's Mental Minions of Doom
1) U Doom (9/9) R-24
2) E Lockjaw (7/7) Q-23/Q-24
3) R Asp (4/4) S-23
4) R Nightcrawler (5/5)T-24
5) Peter Henry Gyrich (1/1) O-23
vs
Mike's Mash-Up
1) "Super Rare" LE Kurt Wagner (7/7) V13 @
2) E Atlas (8/8) N11 @
3) E Iron Fist (7/7) R11
4) R Lockjaw (6/6) R12/S11 @
5) R Invisible Woman (5/5) R8 @