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So often Heroclix is described as just like chess but with powers. That is the inspiration for Gargantua and my last game. We each have a 1200 point team with figures representing pawns, knights, bishops, rooks, a queen and a king.
These figures can move as the chess pieces do and only that way. (They can still be placed by telekinesis but still move like their chess piece counterpart does). The figures can attack during their move, only if they have a move and attack power. If they base an opposing figure they can attack per normal Heroclix rules.
The goal is checkmate, The King cannot be koed for that reason but can be hit to his last click.
Hellfire Club Guard (GSX) G1
Hellfire Club Guard (GSX) G2
Hellfire Club Guard (GSX) G3
Hellfire Club Guard (GSX) G4
Hellfire Club Guard (GSX) G5
Hellfire Club Guard (GSX) G6
Hellfire Club Guard (GSX) G7
Hellfire Club Guard (GSX) G8
Magneto (WXM37b-King) H4
Emma Frost (AVX60e-Queen) H5
Harry Leland (Bishop) H3
White King (WXM-Bishop) H6
Sunspot (WXM-Rook) H1
Trevor Fitzroy (Rook) H8
Mastermind (Knight) H2
Captain Britain (WXM-Knight) H7
1184
Before I take first move a couple questions/clarifications:
1. Do we get one move per turn, as in chess? Or multiple actions as in Clix?
2. In Clix, a character can move through a space occupied by a friendly character. In chess you can't. i.e., I can't move my bishop out without moving a pawn out of the way first. Which takes effect here? What about characters with flight?
2. Characters with flight don't need pawns to move first, think of the knights who leap over the pawns, fliers can do so also but must still obey the figure they represent's rules. A bishop can fly over a pawn but only diagonal on their color. Otherwise a bishop waits for a pawn to move.
In chess you can move the same figure each turn if you like. Should we allow that here?
You're white, you get to go first.
AVM033 Skrull Saboteur B7
AVM008A Skrull Commando B1
AVM034 Skrull Warrior B6
AVM207A Skrull Infiltrator B3
AVM207B Skrull Infiltrator B2
AVM 207B Skrull Infiltrator B5
GG202 Skrull Assassin B4
SN Skrull General B8
Black Knight CW A2
Black Knight CW A7
Professor X A v X A4
Grey Gargoyle IIM A1
The Thing SI A8
John Constatine A3
Dr. Strange ASM A6
MU10 Dark Phoenix E A5
In chess you can move the same figure each turn if you like. Should we allow that here?
I'd say yes, we can allow, but pushing rules apply, and if you move a character more than two turns in a row, maybe they should get two tokens for it, or 1 if they've got Willpower or the equivalent.
One more question. Where do attacks come in? We're starting close enough that I could just not move my pawns and shoot at your Skrulls with their 6 range. Do I do that instead of moving?
Hellfire Club Guard #1 G1
Hellfire Club Guard #2 G2
Hellfire Club Guard #3 G3
Hellfire Club Guard #4 G4
Hellfire Club Guard #5 G5
Hellfire Club Guard #6 G6
Hellfire Club Guard #7 G7
Hellfire Club Guard #8 G8
Magneto (WXM37b-King) H4
Emma Frost (AVX60e-Queen) H5
Harry Leland (Bishop) H3
White King (WXM-Bishop) H6
Sunspot (WXM-Rook) H1
Trevor Fitzroy (Rook) H8
Mastermind (Knight) H2
Captain Britain (WXM-Knight) H7
Guard #8 shoots at Skrull General? Skrull roll is 6. Hm, at the Saboteur? Skrull roll is 6. At the Warrior? Skrull roll 3. AV9 on DV16. Gets 11. 2 to him.
Hellfire Club Guard #1 G1
Hellfire Club Guard #2 G2
Hellfire Club Guard #3 G3
Hellfire Club Guard #4 G4
Hellfire Club Guard #5 G5
Hellfire Club Guard #6 G6
Hellfire Club Guard #7 G7
Hellfire Club Guard #8 @ G8
Magneto (WXM37b-King) H4
Emma Frost (AVX60e-Queen) H5
Harry Leland (Bishop) H3
White King (WXM-Bishop) H6
Sunspot (WXM-Rook) H1
Trevor Fitzroy (Rook) H8
Mastermind (Knight) H2
Captain Britain (WXM-Knight) H7
Let's start by saying only Magneto can make ranged attacks on Infilitrator A.
Skrull Assassin on Guard 2. Needs 7, rolls 12. A good start. 3 to him after toughness.
AVM033 Skrull Saboteur B7
AVM008A Skrull Commando B1
AVM034 Skrull Warrior (2) B6
AVM207A Skrull Infiltrator B3 (Only Magneto can make ranged attacks0
AVM207B Skrull Infiltrator B2
AVM 207B Skrull Infiltrator B5
GG202 Skrull Assassin @ B4
SN Skrull General B8
Black Knight CW A2
Black Knight CW A7
Professor X A v X A4
Grey Gargoyle IIM A1
The Thing SI A8
John Constatine A3
Dr. Strange ASM A6
MU10 Dark Phoenix E A5
AVM033 Skrull Saboteur @ B7
AVM008A Skrull Commando B1
AVM034 Skrull Warrior (2) B6
AVM207A Skrull Infiltrator B3 (Only Magneto can make ranged attacks)
AVM207B Skrull Infiltrator B2
AVM 207B Skrull Infiltrator B5
GG202 Skrull Assassin B4
SN Skrull General B8
Black Knight CW A2
Black Knight CW A7
Professor X A v X A4
Grey Gargoyle IIM A1
The Thing SI A8
John Constatine A3
Dr. Strange ASM A6
MU10 Dark Phoenix E A5
#8 shoots back. General? SC is 6. Really? 3 turns in a row? Saboteur? Gets 6. This is freaking incredible. Warrior then. Skrull roll 2. AV9 on DV16. Does 1 to the Warrior. The Infiltrator in B5 and the Saboteur take 1 in EE splash, as does Dr. Strange, though he can Mastermind.
Hellfire Club Guard #1 G1
Hellfire Club Guard #2 G2 (3)
Hellfire Club Guard #3 G3
Hellfire Club Guard #4 G4
Hellfire Club Guard #5 G5
Hellfire Club Guard #6 G6
Hellfire Club Guard #7 G7
Hellfire Club Guard #8 @ G8 (1)
Magneto (WXM37b-King) H4
Emma Frost (AVX60e-Queen) H5
Harry Leland (Bishop) H3
White King (WXM-Bishop) H6
Sunspot (WXM-Rook) H1
Trevor Fitzroy (Rook) H8
Mastermind (Knight) H2
Captain Britain (WXM-Knight) H7
Warrior makes his damage 2 and Infiltrator makes it 3. Warrior on #6. Needs 7, rolls 8. 2 to him.
AVM033 Skrull Saboteur (1) B7
AVM008A Skrull Commando B1
AVM034 Skrull Warrior (3) @ B6
AVM207A Skrull Infiltrator B3 (Only Magneto can make ranged attacks)
AVM207B Skrull Infiltrator B2
AVM 207B Skrull Infiltrator (2) B5
GG202 Skrull Assassin B4
SN Skrull General B8
Black Knight CW A2
Black Knight CW A7
Professor X A v X A4
Grey Gargoyle IIM A1
The Thing SI A8
John Constatine A3
Dr. Strange ASM A6
MU10 Dark Phoenix E A5