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500pts, Modern AGE.
CW, GG, IH only, respective sets' FF allowed.
NO resources or special objects not included in the 3 sets.
NO Colossals allowed.
(All ATAs allowed)
_______________________________________
My Team:
Genis-Vell + Thunderbolts ATA (208pts)
Hawkeye + Thunderbolts ATA (106pts)
FF Scarlet Witch (75pts)
Rick Jones (48pts)
Rick Jones (48pts)
Iron Man Briefcase (12pts)
Total: 497
SIDEBOARD:
Captain Marvel (AE)
Genis-Vell (AE)
Why I ran this team:
I had traded-in chase Thanos about a month ago towards store credit, and didn't pull Doom/Kang or Sentry/Void in my brick of CW. To boot, my venues was not allowing colossals.
Most of the hyper-meta options for IG 8 weren't available to me, though another player did offer to loan me a Sentry/Void for the event. I ended up declining the offer, I just didn't want to compete in the event with a borrowed piece.
With Dormammu out of the equation, and expecting several Sentry/Voids and Dr. Dangs to be floating around, I decided all mystics was the way to go.
All the pieces on my team are obvious choices to go all mystics, though I did contemplate some other variations with Masters of Evil and such, but just found Baron Zemo to not be worth the points.
I chose the Iron Man Briefcase soley for 2 reasons:
1)With only 15pts left, I was going to run Briefcase or the Cosmic Cube. Seeing as how the cosmic cube's bonus affects ANY perplex/prob used by a character, I just didn't see any sense in running it. (prob and perplex on everybody besides Hawkeye)
2)The briefcase offers non-destroyable hindering terrain, and a 1/3 chance to make Hawkeye not so squishy. If Hawkeye fails to roll for the relic, then he still has hindering for Stealth!
You'll notice that every single piece chosen also has the ability to survive (1) direct hit of 4 damage, non-penetrating, from their starting click.
I was hoping this would cause a non-damage-modified Sentroid to take at least 2 attacks per character to KO, therefore causing 2 clicks from Mystics.
The AE options were critical for Rick Jones to change into, as tertiary attackers and more Prob/Outwit became crucial at certain points.
Thunderbolts gave me some round-to-round strategy change, though I ended up sticking with Mystics every game.
I will attempt to recall every game as precisely as possible, though occassionaly some turns will escape my mind.
_______________________________________
ROUND #1
Opponent's Team:
GG046 Dr. Doom (210pts)
IH014 The Leader (100pts)
IH027 Amadeus Cho (59pts)
CW014 Hank Pym (75pts)
IH002 Bruce Banner (55pts)
TOTAL: 499
SIDEBOARD:
IH043 Hulk (AE)
Opponent wins map roll; chooses 2nd turn and starting area. Picks lower side. (Upper side MUCH better in my opinion)
Usually I would pass completely, but the opponent had no way of getting to me first turn.
Scarlet Witch TK's Hawkeye to Briefcase.
Hawkeye rolls for relic: 3
Both Rick Jones move for (net +/-)0 squares, take action tokens.
Scarlet perplex Hawkeye defense +1.
End turn.
Opponent Dr. Doom moves forward/diagonally closer to elevated terrain.
Banner moves 0 squares for action token.
Leader TK's Amadeus Cho to object 6-7 squares forward.
Hank Pym walks to object 6-7 squares forward.
End turn.
I push Rick Jones' to move 1-2 squares each to maximize line of site for Perplexs/potential prob on future captain marvel.
Perplex x3 on Genis-Vell defense.
Genis-Vell moves to throne hindering square, adjacent to Hawkeye.
Clear tokens from Scarlet Witch/Hawkeye.
End turn.
Opponent Dr. Doom pushs to get past activation click, ends movement in same place. (not against elevated terrain cut-off, but still 1 or 2 away from it....?)
Banner takes 2nd token, moves for 0 spaces.
Clears Leader/Cho/Pym.
End turn.
At this point, my team is primed and ready to get aggressive, though still unsure if I want to extend Genis-Vell with 2 tokens on him. One of the perplexs would have to go for +1 to speed on Genis so he can reach the edge of the elevated to see Doom for a single target pulse wave, though I could only get Prob by moving Scarlet up, therefore not being able to TK Hawkeye as a 2nd attack on same turn.
I choose to clear all in preparation for next turn.
Perplex x3 on Genis-vell.
End turn.
Opponent clears all with tokens, leaves everyone else in same positions. (I imagine in build up for a HSS attack with Doom)
End turn.
Now things get nasty.
Perplex x1 on Genis-vell's Speed.
Perplex x1 on Genis-vell's Damage.
Perplex x1 on Genis-vell's Attack.
Scarlet TK's Hawkeye past hindering, closer to edge.
Genis-Vell Running Shot+Pulse Wave to edge of stairs, single targets Dr. Doom.
HITS FOR 5 DAMAGE!
Puts Dr. Doom on click #7.
Hawkeye Running Shots targeting Pym/Leader/Doom. (ends movement on my object, on forward edge of elevated)
HITS ALL FOR TOTAL 3 DAMAGE.
I apply all damage to Doom, places Doom on last click.
One Rick Jones AE's into Captain Marvel, the other into Genis-Vell.
End turn.
My opponent AE's Banner into Outback Hulk.
Hank Pym is on object, activates attack special, picks TK.
Hank Pym TK's Hulk near elevated rim, near most of the objects.
Amadeus Cho attempts vanilla attack on Genis-Vell.
ATTACK MISSES.
End turn.
From this point, it was completely one sided without Dr. Doom being on prime clicks.
I ended up KOing doom next turn, and cleaning up remaining figs. Outback Hulk L/C to pick up object and base Hawkeye. Was able to roll doubles on 3rd attack on Hulk to KO him as the last kill.
All friendly figs survived.
_______________________________________
ROUND #2
OPPONENT' TEAM:
CW057 Sentry and Void (300pts)
CW049 Morgan Le Fay (122pts)
FFCW006 Scarlet Witch (75pts)
NO SIDEBOARD ADDED/BROUGHT
TOTAL: 497pts
I was happy to see my opponent did not bring Sentry or Void in the sideboard, relieving the stress of facing the "Sentroid Loop" to prevent the KO. In a casual event/tournament, I would have no problem with someone grabbing a replacement or AE fig to switch to mid game, but if a switch was attempted, I would definitely not allow it without the replacement being with you at the time. Luckily, the issue didn't even come up.
I lose map roll, opponent chooses to go 2nd, and picks Lower Level.
I pass first turn.
Opponent Perplex x2 on Sentroid Attack.
Perplex x1 on Morgan le Fay speed.
Morgan Le Fay picks Energy Shield.
Scarlet Witch TK's Sentroid up.
Morgan Le Fay Phase/Tp to upper level.
(I'm watching in astonishment as I am aware that I still have my first round immunity active, as my opponent seems to not be aware. I think there might possibly be some alternative idea, but I just can't see it...)
I stop my opponent mid-sentence as he declares Multi-Attack on Sentroid.
I ask him if he is aware that I am still protected by F.R.I.
He says no. I explain why I still have first round immunity, and tell him that he can take back the multi-attack action if he would like to, though everything declared/assigned before that would stay the same. He decides to HSS Sentroid to destroy a corner of a Death's Head Statue blocking terrain, then end movement in the new created Hindering terrain.
Opponent ends turn.
At this point, I have two options;
Focus on Sentroid, or take focus on Morgan le Fay to try and get rid of the +2 perplex.
Looking at Sentroid, my primary directive is this: Deal (2) damage to get him off of HSS. Avoid ALL other damage amounts. Even 3 damage allows him to Double Power action Asgard Must fall and land on HSS again, or just taking push damage from a single action if he already has a token.
Without perplex on the Rick Jones' yet, I perplex x1 Genis-vell's defense.
Genis Vell running shot targeting Morgan Le Fay.
SHAPE CHANGE FAILS.
ATTACK HITS FOR 4 DAMAGE (-1 Toughness)
Hawkeye running shot, targeting Morgan.
ATTACK MISSES.
Scarlet Witch uses PROB to reroll.
ATTACK HITS for 3 DAMAGE (-1 Toughness)
Morgan le Fay on click 6. Less dangerous, though Trait Perplex still active.
Rick Jones take move action for 0 squares.
Scarlet Witch repositions for better Line of Sight for Prob.
(No Mystics damage taken from Morgan le Fay, opponent nevers chooses to Wildcard to Mystics. Opponent never chooses throughout rest of game.)
End turn.
Morgan Le Fay Perplex x2 on Sentroid's Attack.
Morgan picks Energy Shield.
Sentroid Multi-Attacks. (-1 damage)
First action: HSS(ranged) ending movement 1 square outside of hindering (death's head statue) targetting Genis-vell.
ATTACK HITS FOR 4! (-2 Impervious)
Scarlet Witch unable to Prob.
Genis-Vell rolls for Impervious: 2 Roll fails.
Sentroid takes (1) Mystics damage.
Second Multi-attack action: P/PB from current square, targetting Genis-vell again.
ATTACK MISSES!
Morgan le Fay/Enemy Scarlet Witch both Clear/Rest.
End turn.
Rick Jones move and reposition for better Line of sight on Perplex, take pushing damage to go to click #2.
Genis-vell rolls for Insanity Perplex on Hawkeye: Attack +2.
Scarlet Witch Perplex x1 on Hawkeye attack as well.
Hawkeye targets Sentroid and Morgan, vanilla attack.
ATTACK HITS FOR 3 DAMAGE.
I apply all 3 damage to Sentroid, -2 damage after Invulnerability puts Sentroid on click #3. (Known as, "the sweet spot" )
Rick Jones Perplex x2 Genis-Vell's attack.
Genis-vell HSS targeting Morgan le Fay.
ATTACK HITS FOR 3 DAMAGE.
ATTACK KO'S MORGAN LE FAY.
Genis-vell heals for 1 damage from Steal Energy. (goes to Click #2)
Scarlet Witch clears.
End Turn.
At this point the game was in hand, and several turns go by.
Opponent moves Scarlet Witch forward to supply some Perplex/Prob on Sentroid, Sentroid clears and moves, dodges attacks via prob from Scarlet Witch and Impervious rolls.
Get to the point where Sentroid is clear on lower side of map, Hawkeye KO's Scarlet Witch with some Perplexed Damage, Hawkeye takes mystics damage.
Sentroid DPA to use Asgard Falls (or whatever its called), successfully hits my entire team for 1 unavoidable.
I AE both Ricks into Genis and Captain marvel.
Sentroid puts up good fight using Multi-attack to put the 200pt Genis Vell down the dial a bit.
I get to the point where I no longer have more than a single perplex, so my damage output is suffering. I still have access to RCE on Hawkeye and the Captain Marvel AE (second AE click after push).
I end up being able to put enough damage down in 1 turn to KO Sentroid.
Looking back, this game would have been VERY different if the opponent had switched to Sentry or Void to somewhat prevent an easy KO.
READ ON!
________________________________________
ROUND #3
OPPONENT'S TEAM:
CW057 Sentry and Void (300pts)
FFCW006 Scarlet Witch (75pts)
FFCW006 Scarlet Witch (75pts)
IH025 Rick Jones (48pts)
CWS102 Tank Turret (2pts)
The opponent added the tank turret to fill the points up to max (500), though the object was placed in one of the side rooms on the upper level, and was never used for any beneficial purpose.
Opponent wins map roll (has +4 for Theme, Avengers), chooses 2nd turn and starting area, chooses upper level.
Starting off, this game had me the most stressed and nervous, here's why:
1) Sentroid has +3 perplex as needed to max out any 1 stat.
2) Build has 2 TK's to Yo-Yo Sentroid wherever, with long range.
3) Sideboard maximized for every possible oppurtunity.
4) Build has Theme team Prob if needed.
5) This is 3rd round, obviously my opponent is the other guy that has gone 2-0. This round decides which of us will win the entire tournament.
6) Everybody began to crowd around our game and watch, and commentate between themselves.
7)With Sentroid's threat range, the opponent could potentially KO and run away, never giving me the chance to catch up.
I pass first turn.
Opponent gives Rick Jones' move actions for 0 squares.
End turn.
Scarlet Witch TK's Hawkeye to Briefcase. (right next to elevated rim, not next to stairs.)
Hawkeye rolls for relic: 1
Rick Jones' take move actions for 0 squares.
Genis-Vell takes move action to stairs, next to elevated rim.
Scarlet Witch Perplex x1 on Hawkeye's defense.
End turn.
I'm hoping that Stealth+Perplex will make Hawkeye seem like the less desired target, while also hoping that Genis-Vell's Impervious rolls go well, in addition to having a Prob from Scarlet Witch.
The opponent Rick Jones pushes for move action of 0 squares.
Rick Jones Perplex x1 on Sentroid's Damage.
Scarlet Witches Perplex x2 on Sentroid's Damage.
Scarlet Witch(A) Moves up 8 spaces, behind blocking.
Scarlet Witch(B) TK's Sentroid next to Scarlet Witch(A).
Sentroid Multi-Attacks.
First Action: HSS, Carry Scarlet Witch.
Opponent uses full movement, positioned to ranged attack Hawkeye.
(I remind opponent that Hawkeye is stealthed on the relic)
Opponent changes target to Genis-vell.
ATTACK MISSES.
HSS ends, Scarlet Witch dropped in adjacent square.
Second Action: Sentroid P/PB, targetting Genis-Vell again.
ATTACK MISSES!
Opposing Scarlet Witch Probs.
ATTACK MISSES!
End turn.
At this point, the game had already taken 15min or so on tons of thinking, range counting, and general positioning.
By comparison, the rest of the game began to whirl by.
Opposing Rick Jones ends up clearing and AEing to Genis-Vell.
Friendly Rick Jones' both AE into Genis-vell and Captain Marvel.
Opposing Scarlet Witch(A) is destroyed by my 200pt Genis-Vell.
Sentroid puts my 200pt Genis-Vell on his mid-dial.
Hawkeye puts Sentroid on click #3 (the sweet spot).
Opposing (remaining) Scarlet Witch and Opposing Genis-vell make their ways closer to the fight as possible.
Then things begin to take a turn for the worse.
Sentroid Turns into Sentry as first part of Multi-Attack.
Multi-attack second action used by Sentry to HSS on my Genis-Vell, putting him near last click.
Sentry turns into Void due to taking Mystics damage from attacking Genis-Vell.
Void teleports to adjacency on one of my figs that damaged him during Void's previous turn, causing 2 of my 200pt and my AE Genis-Vells to take 1 damage each. (1 was on Regen, the other on Super Senses)
(in Hindsight our judge realized that this should not have worked due to the power's wording of "since your last turn" meaning that previous mystics damage on the last turn occurs before the time that the power checks for)
I do my best to avoid damaging Void, letting my Perplex and Probs do the work of protection, while I use my remaining figures to destroy the Opposing Scarlet Witch and Genis-Vell.
Somewhere along the line, AE Captain Marvel dies.
I know that the killing blow to Void has to be done with a Pulse Wave to prevent Void from reverting back to Sentroid on his last Click...
200pt Genis-Vell uses Insanity Perplex on Void: -2 Damage.
Void is on click #6.
Void targets 200pt Genis-vell, and AE Genis-vell with vanilla ranged attack.
ATTACK HITS!
200pt Genis-Vell Probs.
ATTACK HITS FOR 2 DAMAGE!
Scarlet Witch unable to get Line of sight for Prob.
Opponent assigns 1 damage to AE Genis-Vell and 1 damage to 200pt Genis-vell which KO's him.
Void takes 2 Mystics Damage, goes to click #8.
AE Genis-Vell is on last click, and my only chance at ending this.
In preparation, Scarlet Witch TK's him to single target positioning on Void on my next turn.
Hawkeye re-positions.
AE Genis-Vell clears.
End turn.
Void clears.
End turn.
This is the final stand for me, I know that if Void runs for the hills, then regens or whatever, I'm done. I still have a near-full health Hawkeye, and a full health Scarlet Witch, but neither can catch him. At best Scarlet could prob his break away rolls in hopes that he can't move.
Scarlet Witch Perplex x1 on Genis-Vell Damage.
AE Genis-vell is on last click.
With the perplex on a single target Pulse wave, his damage is sitting at a measly 2.
I'm thinking that this will be enough, under the false belief that Void is a 9-clicker.
Genis-vell targets Void for single target pulse wave.
ATTACK MISSES!!!!
Scarlet Witch Probs.
ATTACK HITS, CRITICAL HIT!!!!
The critical hit puts the damage up to 3, which I'm thinking is over-kill, and a great final roll to end the game.
Opponent goes to switch back to Sentroid.
I confirm with Judge and remind him that Pulse Wave ignores that game effect as well, so replacement/reversion does not work.
Void is KO'd.
I realized afterward, that the Critical Hit was what actually KO'd Void, as he has 10 clicks, not 9.
I let out a sigh of relief, just glad that the damn game was done lol.
My opponent was upset afterwards, with his poor dice rolls on his first attack, and my critical hit at the end. His positioning, which I agree on, was mostly flawless. He counted out and meticulously chose great positioning for his attacks. Sometimes the dice do you in.
Luckily though, he did win fellowship, and took home the 2nd Thanos prize as well.
Overall, I was really happy that I didn't use the offered Sentry/Void and rolled with Thunderbolts/Mystics build.
For others looking to use the team, if your venue allows the IG, totally dump the Iron Man Briefcase for that to bring you up to 500pts.
Last edited by KC DREADNAUT; 08/05/2012 at 04:09..
Reason: Edited start turn order on Round #2 to correctly align with F.R.I. event.
So this is probably partially due to me being relatively new, but why are you protected by FTI in the second game? He went, you went, then you're still protected in his second turn, the first turn of the second round?
Other than that, that's a damn lucky roll to get that crit, but this was a good read. Nice to see somebody win with a super cheap team (monetarily) against a couple of really expensive teams.
So this is probably partially due to me being relatively new, but why are you protected by FTI in the second game? He went, you went, then you're still protected in his second turn, the first turn of the second round?
He shouldn't be. First round immunity ends after the first round of play, just like it sounds. Either the write-up is in error, or there was a major rules error in that game.
Quote : Originally Posted by Magnito
In other words, it's all Vlad's fault.
Quote : Originally Posted by Masenko
Though I'm pretty sure if we ever meet rl, you get a free junk shot on me.
Quote : Originally Posted by Thrumble Funk
Vlad is neither good nor evil. He is simply Legal.
Congrats man some time lady luck is your baby sometimes shes a real well you know.
Thanks!
Quote : Originally Posted by DVogan11
So this is probably partially due to me being relatively new, but why are you protected by FTI in the second game? He went, you went, then you're still protected in his second turn, the first turn of the second round?
Other than that, that's a damn lucky roll to get that crit, but this was a good read. Nice to see somebody win with a super cheap team (monetarily) against a couple of really expensive teams.
It is nice to win on some commons/uncommons lol.
Quote : Originally Posted by vlad3theimpaler
He shouldn't be. First round immunity ends after the first round of play, just like it sounds. Either the write-up is in error, or there was a major rules error in that game.
Partial editing error, partial memory error.
Lots of copy/paste and some confusion between rounds.
Round #2 should have me going first. Durrrrr.
Will edit to reflect. Will go to bed to clear the dumb out of my brain.
All in all it sounds like a pretty good last game. I am glad he won fellowship, because you are going to have to explain to me how on turn 2 you still have first turn immunity, unless there was something that was not properly explained. It seems like you both passed on turn one.
Did you really have to quote that entire long post?
Only 5 posts in this thread, and it already takes forever to scroll to the bottom.
Quote : Originally Posted by Magnito
In other words, it's all Vlad's fault.
Quote : Originally Posted by Masenko
Though I'm pretty sure if we ever meet rl, you get a free junk shot on me.
Quote : Originally Posted by Thrumble Funk
Vlad is neither good nor evil. He is simply Legal.
All in all it sounds like a pretty good last game. I am glad he won fellowship, because you are going to have to explain to me how on turn 2 you still have first turn immunity, unless there was something that was not properly explained. It seems like you both passed on turn one.
The issue stemmed from trying to remember what map rolls I won, and filling in what I remembered occurring at the start, while trying to write all 3 rounds of the report simultaneously before I forgot what happened.
The only record I actually kept from the tournament was a single picture taken of each team I faced each round, so I could remember each specific piece for the write up.
Everything else from memory. At 0200am
Something I try to include with every write-up is a disclaimer that I'm probably forgetting something.
You stated that if your venue allows gauntlet, that you should drop the briefcase for it.
What gem, and who to put it on? I would assume Genis-Vell, or possibly Hawkeye, but I have no idea of which gem would be the best for them.
The team has plenty of offense, so I would recommend something defensive or supporting. My choice would be Time Gem for Super Senses, Reality for Probability Control or even Soul for healing.
You stated that if your venue allows gauntlet, that you should drop the briefcase for it.
What gem, and who to put it on? I would assume Genis-Vell, or possibly Hawkeye, but I have no idea of which gem would be the best for them.
Quote : Originally Posted by theavengerthor
The team has plenty of offense, so I would recommend something defensive or supporting. My choice would be Time Gem for Super Senses, Reality for Probability Control or even Soul for healing.
Soul or Time would be my choice as well, leaning more towards time.
So the final team would be the above, with Time Gem on Gauntlet on Genis-Vell?
Alright then. I was toying with the idea of a Genis-Vell team anyways, so I'll give this a whirl. There's at least 3 different people running Sentry/Void that we know of at the shop I play at, so it'll be interesting to see how it goes.