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.
Hello one and all, welcome to another flyingicarus & Gargantua production.
With the large number of Batman sets that came out end of last year, we started a series of games to give as many of the pieces as we could a trial run. When Amazing Spider-Man came out we still weren't through all the Batman figures, so we did a couple of mixed games. This will be the first game where we drop the Bat portion entirely and went strictly with Spider-Man. (TabApp figures are also acceptable) Each game had 1000 points in characters, 7 of the 8 on board will be from the new sets. We're upping that to 1500 for the last couple games.
Going a bit differently with this we're playing for points in these games. Each koed figure is worth 1/3 of its cost. For example koing the Caped Crusader from this set at 139 points nets you 46 points rounded up.
There will be two options for using these points. First, to be done at the beginning of any turn we can 'unlock' a character. This figure does not count towards our total. We are discounting this unlockable figures who will be older pieces but Spider-Man related. In game one the unlocked opportunities are three times one at 50,75 and 100 points. As an example one might offer Hypertimes' Dr. Harleen Quinzel for 25 points (this is all opponent driven).
The other way to use points is at the beginning of each game. At that time you choose your 1000 points in characters for that game. You may also use the points earned to 'upgrade' a character. If you begin game one with Batman 1R at 100 points, you can trade him in for the 200 point version by keeping the original in your draft and using 100 upgrade points. You can also use these points for feats, utility belts, relics/resources and vehicles.
You have to be on a Relic's space to try for it, not adjacent. Mentioned that last game. Usuall that means only one person gets to try per turn, at least without some tricky TK moves.
Hmmmmmm.....suggestion: since we're making a house rule that it doesn't take an action to attempt for the relic, let's also make it that you need to be adjacent to the relic, also. I know both of these are major changes for use of relics but otherwise, they're a lot of work to get to use and we will probably rarely use them.
Anyway, think about it, because we will be playing relics through the World's Mightiest game.
Well I think having them be difficult to use is kind of the point. They generally give pretty good benefits for a pretty cheap cost, so I think making you wave to work for them is not such a bad thing. (Though why they threw the resources like the Gauntlet and the Belt at a very small cost is anyone’s guess.) It would move things along faster I guess. Otherwise it would mean move a guy on, he tries to get it fails moves off. Next turn someone else moves on, etc. Which might stall the beginning of the game. But sometimes I wonder if we make it too easy on ourselves.
If we decide to go with it that way, then I would have a request that we start over. I would have placed my relic differently, and quite possibly my whole starting line-up, and played my first turn differently too.
I guess I see relics as a privilege you pay for, like feats. You don't generally get any better results from most of them than a feat.
I'm open either way, if you want to keep true to tone then sure, we'll stick to the original idea. Frankly though between the effort to get on the object (1 turn) and roll for it (2nd turn)...and then only 33% chance to hit, it will really slow things down.
Since we corrected the relic issue to do what I was doing anyway, do I need to redo my turn since I was doing it the way we agreed to? It's no biggie if I do. And if so, Spidey doesn't get a token for the attempt, remember? (Yes, I know we're making it too easy, otherwise we discussed how move consuming it is).
If I don't, here's that turn again:
OK, it's eye-time.
Daimon tries for the eye. 3. He don't git it.
Johnny tries, too. Another 3.
Spidey rolls for the eye. Gets 6.
Vulture carts Shocker & Jackal to I9 and I8, he's H9.
Spider-Girl to H8.
Jackal I8
Shocker ASM 2 I9 (Alias)
Spider-Man TabApp 08 J3 (Protected) w/Eye of Agamotto
ASM Dr. Strange J3
Johnny Blaze K2
Vulture @ H9
Spider-Girl ASM27 @ H8
Daimon Hellstrom E K3 (Protected)