Front Office Football Central  

Go Back   Front Office Football Central > Archives > FOFC Archive
Register FAQ Members List Calendar Mark Forums Read Statistics

Reply
 
Thread Tools
Old 06-20-2003, 11:35 AM   #1
sachmo71
The boy who cried Trout
 
Join Date: Oct 2000
Location: TX
Heroclix at lunch, or, the humbling of Sachmo

Some fellow geeks and I have started playing HeroClix at lunch. We all have modest collections, but we are still learning
the tricks of the game. Recently, one of my buddies sent me a link for the Heroclix Battle Planner, which is a utility
where one can enter their entire collection and then easily build teams based on powers, team abilities, or pretty much
anything you want. I've toyed around with it for a couple of days, and decided to try something different.

One team that always seems to give me fits is a Perplex team with one powerful figure. I just can't seem to look far
ahead enough to eliminate the Perplex, and so my opponent uses it in creative ways. So, the best way to get rid of
Perplex is to eliminate it. Easier said than done, right? Well, they can't Perplex what they can't see...so the Outwit/Barrier
team was born. We'll see how it works out at lunch! Here is my team:


OutwitBarrier (200 points)


Count Name Rank Faction Life Points Speed Attack Defense Damage Range Targets Abilities
1 Captain America Rookie Avengers 7 41 8 8 16 2 6 1 Energy Shield/ Deflection, Leadership, Outwit
1 Black Panther Rookie Avengers 5 27 8 8 15 1 0 0 Outwit, Stealth
1 Blizzard Rookie None 5 35 8 9 15 1 8 1 Barrier, Pulse Wave, Running Shot
1 Firelord Experienced None 9 81 12 12 18 3 8 1 Barrier, Energy Explosion, Energy Shield/ Deflection, Flight, Pulse Wave, Ranged Combat Expert
1 AIM Medic Experienced Hydra 4 16 6 8 14 1 6 1 Support

This report created by Battle Planner (www.battleplanner.com)


Last edited by sachmo71 : 06-20-2003 at 11:59 AM.
sachmo71 is offline   Reply With Quote
Old 06-20-2003, 12:05 PM   #2
sachmo71
The boy who cried Trout
 
Join Date: Oct 2000
Location: TX
With the Outwit/Barrier team, my plan is simple. Perplex is one of the most effective power in the game. Without using an actions, a figure with Perplex can raise or lower by 1 a single stat on any figure within a 10 figure range. So if you have five figures with Perplex (and some of them are as cheap as 12 points), as long as they can see a figure they can boost, for example, his Damage from 1 to 6. If he hits, he going to leave a mark on some of the more powerful figures, and kill most of the others. And in most games, you would still have another action to take!
Usually, the figures with Perplex are not very powerful, so I am counting on my opponent to keep them back and off of the front line. If his most powerful figure is a melee combat piece, I will throw up a barrier behind him, blocking the view of the Perplex pieces and nullifying their power. If his Perplexed figure is a ranged combat figure, I will throw up the barrier while I move my figures into range.

Firelord will deal out the damage, and I should be able to mop up the rest of the figures once his heavy hitters are out of the game. Or Firelord can chip in with an Barrier.
Blizzard is on the team mainly for his Barrier. He is a key to the plan.
Black Panther will be used to Outwit powers that pose the greatest threat to my team. Usually he will turn off defensive powers just before I attack, but he can also shut down offensive threat powers, also. It's a great power to have.
Captain America has Leadership, which will give me an extra action per turn if I roll a 4, 5, or 6 on one die. He can also do 2 damage either in melee or at a maximum range of 6 squares. Later in the game, he can get Outwit if he's hurt.
The AIM Medic has Support, which will allow him to heal damage to friendly figures.

I have a good feeling about this team, but I could be looking at a very quick exit from the game. Let's hope my gamble pays off.

Last edited by sachmo71 : 06-20-2003 at 04:17 PM.
sachmo71 is offline   Reply With Quote
Old 06-20-2003, 12:15 PM   #3
sachmo71
The boy who cried Trout
 
Join Date: Oct 2000
Location: TX
Just for extra information, here is my entire collection.



Chris (4635 points)

Count Number Name Rank Faction Sculpt Sculpts Life Points Speed Attack Defense Damage Range Targets Rarity Release Abilities Archenemy
2 I005 SHIELD Medic Experienced SHIELD SHIELD Medic 2 4 15 6 6 14 1 4 1 2 Infinity Challenge Support
2 I011 Hydra Medic Experienced Hydra Hydra Medic 2 4 15 6 7 14 1 4 1 2 Infinity Challenge Support
2 I022 Skrull Warrior Rookie Skrulls Skrull Warrior 4 4 14 6 7 15 1 8 1 1 Infinity Challenge
2 I023 Skrull Warrior Experienced Skrulls Skrull Warrior 4 4 16 7 7 15 2 8 1 2 Infinity Challenge
2 I044 Kingpin Experienced None Kingpin 2 6 29 5 7 15 2 0 0 3 Infinity Challenge Leadership, Toughness
2 I088 Blizzard Rookie None Blizzard 2 5 35 8 9 15 1 8 1 3 Infinity Challenge Barrier, Pulse Wave, Running Shot
2 H016 Intergang Medic Rookie Superman Enemy Intergang Medic 2 3 20 6 6 14 1 0 0 1 Hypertime Support
2 H059 Booster Gold Experienced Justice League Booster Gold 2 7 38 10 8 15 2 8 1 3 Hypertime Flight, Toughness
2 H092 Bane Experienced Batman Enemy Bane 2 9 76 8 10 16 3 0 0 4 Hypertime Close Combat Expert, Super Strength, Toughness
2 H107 Batman Experienced Batman Ally Batman 2 8 92 10 9 16 3 6 2 4 Hypertime Archenemy, Close Combat Expert, Incapacitate, Leap/Climb, Outwit, Smoke Cloud, Will Power Joker
1 I001 SHIELD Agent Rookie SHIELD SHIELD Agent 3 3 10 6 7 14 1 6 1 1 Infinity Challenge
1 I002 SHIELD Agent Experienced SHIELD SHIELD Agent 3 4 12 6 7 14 1 6 1 2 Infinity Challenge
1 I003 SHIELD Agent Veteran SHIELD SHIELD Agent 3 4 14 6 7 15 2 6 1 3 Infinity Challenge
1 I007 Hydra Operative Rookie Hydra Hydra Operative 2 3 9 6 7 14 1 6 1 1 Infinity Challenge
1 I008 Hydra Operative Experienced Hydra Hydra Operative 2 4 11 6 7 14 1 6 1 2 Infinity Challenge
1 I013 Thug Rookie None Thug 1 3 6 5 6 13 1 0 0 1 Infinity Challenge
1 I017 Henchman Experienced None Henchman 1 5 12 6 7 13 2 4 1 2 Infinity Challenge
1 I019 Skrull Agent Rookie Skrulls Skrull Agent 1 3 11 6 7 15 1 6 1 1 Infinity Challenge
1 I027 Blade Veteran None Blade 1 6 33 7 9 15 2 0 0 3 Infinity Challenge Battle Fury, Blades/Claws/ Fangs, Stealth, Toughness
1 I028 Wolfsbane Rookie X-Men Wolfsbane 1 5 28 8 8 15 2 0 0 1 Infinity Challenge Blades/Claws/ Fangs
1 I033 Elektra Veteran None Elektra 2 6 34 8 9 16 2 4 2 4 Infinity Challenge Blades/Claws/ Fangs, Stealth
1 I034 Wasp Rookie None Wasp 3 4 24 8 7 18 2 4 1 2 Infinity Challenge Flight, Incapacitate
1 I035 Wasp Experienced Avengers Wasp 3 5 33 8 7 18 2 4 1 3 Infinity Challenge Flight, Incapacitate
1 I037 Constrictor Rookie None Constrictor 2 5 38 6 8 15 2 4 1 2 Infinity Challenge Incapacitate
1 I039 Constrictor Veteran Sinister Syndicate Constrictor 2 6 56 6 10 15 2 4 1 4 Infinity Challenge Incapacitate
1 I040 Boomerang Rookie None Boomerang 1 4 24 6 7 15 1 8 2 2 Infinity Challenge Incapacitate
1 I052 Hobgoblin Rookie None Hobgoblin 2 6 34 8 7 15 2 6 1 2 Infinity Challenge Archenemy, Flight, Incapacitate, Ranged Combat Expert Spider-Man
1 I054 Hobgoblin Veteran Sinister Syndicate Hobgoblin 2 7 62 8 9 16 2 6 1 4 Infinity Challenge Archenemy, Flight, Incapacitate, Ranged Combat Expert Spider-Man
1 I057 Sabretooth Veteran Brotherhood Sabretooth 1 8 69 8 10 16 3 0 0 4 Infinity Challenge Archenemy, Battle Fury, Blades/Claws/ Fangs, Charge, Regeneration, Toughness Wolverine
1 I058 Hulk Rookie Avengers Hulk 1 8 103 8 12 17 4 0 0 2 Infinity Challenge Battle Fury, Invulnerability, Leap/Climb, Super Strength, Toughness
1 I063 Puppet Master Veteran Minions of Doom Puppet Master 1 5 42 6 7 15 1 0 0 4 Infinity Challenge Mind Control
1 I066 Annihilus Veteran Minions of Doom Annihilus 1 9 129 8 11 16 3 10 3 4 Infinity Challenge Flight, Invulnerability, Running Shot, Toughness
1 I067 Captain America Rookie Avengers Captain America 1 7 41 8 8 16 2 6 1 3 Infinity Challenge Energy Shield/ Deflection, Leadership, Outwit
1 I070 Spider-Man Rookie None Spider-Man 1 7 61 8 10 16 2 4 1 3 Infinity Challenge Archenemy, Incapacitate, Leap/Climb, Outwit Ned Leeds
1 I073 Wolverine Rookie None Wolverine 1 6 44 8 9 15 2 0 0 3 Infinity Challenge Archenemy, Battle Fury, Blades/Claws/ Fangs, Regeneration, Stealth, Toughness Victor Creed
1 I081 Juggernaut Veteran None Juggernaut 1 10 146 8 13 18 4 0 0 5 Infinity Challenge Battle Fury, Invulnerability, Super Strength, Toughness
1 I085 Black Panther Rookie Avengers Black Panther 1 5 27 8 8 15 1 0 0 3 Infinity Challenge Outwit, Stealth
1 I091 Pyro Rookie None Pyro 1 5 27 8 7 16 1 8 1 3 Infinity Challenge Barrier, Energy Explosion, Ranged Combat Expert
1 I097 Daredevil Rookie None Daredevil 1 6 30 6 8 15 2 4 1 3 Infinity Challenge Archenemy, Super Senses Bullseye
1 I101 Bullseye Experienced None Bullseye 1 5 31 6 10 15 1 10 2 4 Infinity Challenge Archenemy, Energy Shield/ Deflection, Ranged Combat Expert Daredevil
1 I103 Scarlet Witch Rookie Brotherhood Scarlet Witch 1 5 29 6 7 15 1 4 1 3 Infinity Challenge Probability Control
1 I107 Quicksilver Experienced Avengers Quicksilver 2 5 24 13 8 16 2 0 0 4 Infinity Challenge Energy Shield/ Deflection, Flurry
1 I108 Quicksilver Veteran None Quicksilver 2 6 28 14 9 16 2 0 0 5 Infinity Challenge Energy Shield/ Deflection, Flurry
1 I114 Klaw Veteran Masters of Evil Klaw 1 8 90 8 11 16 2 10 1 5 Infinity Challenge Barrier, Incapacitate, Ranged Combat Expert
1 I116 Controller Experienced None Controller 1 7 50 6 12 17 3 0 0 4 Infinity Challenge Mind Control, Regeneration, Super Strength, Toughness
1 I119 Hercules Experienced None Hercules 1 8 67 8 11 15 4 0 0 4 Infinity Challenge Super Strength, Toughness
1 I124 Dr. Strange Rookie None Dr. Strange 1 7 64 6 8 15 2 10 1 3 Infinity Challenge Archenemy, Barrier, Energy Shield/ Deflection, Enhancement, Flight, Incapacitate, Phasing, Probability Control, Pulse Wave, Ranged Combat Expert, Support, Telekinesis Nightmare
1 I130 Kang Rookie None Kang 2 8 133 8 12 17 1 10 2 3 Infinity Challenge Energy Shield/ Deflection, Incapacitate, Invulnerability, Pulse Wave, Ranged Combat Expert
1 I131 Kang Experienced Masters of Evil Kang 2 9 178 8 12 18 1 10 2 4 Infinity Challenge Energy Shield/ Deflection, Incapacitate, Invulnerability, Pulse Wave, Ranged Combat Expert
1 I134 Ultron Experienced Minions of Doom Ultron 1 9 139 10 13 18 3 10 2 4 Infinity Challenge Energy Explosion, Flight, Invulnerability, Toughness
1 I137 Firelord Experienced None Firelord 1 9 81 12 12 18 3 8 1 4 Infinity Challenge Barrier, Energy Explosion, Energy Shield/ Deflection, Flight, Pulse Wave, Ranged Combat Expert
1 I143 Wasp Unique Avengers Wasp 3 5 44 8 8 19 2 4 2 6 Infinity Challenge Flight, Incapacitate, Leadership
1 I144 Elektra Unique None Elektra 2 6 36 8 11 16 2 4 2 6 Infinity Challenge Blades/Claws/ Fangs, Stealth
1 H002 Gotham Policeman Experienced Police Gotham Policeman 2 5 13 6 7 14 1 6 1 2 Hypertime
1 H003 Gotham Policeman Veteran Police Gotham Policeman 2 5 15 6 7 15 2 6 1 3 Hypertime
1 H009 Checkmate Agent Veteran None Checkmate Agent 1 4 16 6 8 14 2 8 2 3 Hypertime Smoke Cloud
1 H019 Lackey Rookie None Lackey 1 3 7 6 6 14 1 0 0 1 Hypertime
1 H023 Criminal Experienced None Criminal 2 5 12 6 7 15 1 6 1 2 Hypertime
1 H024 Criminal Veteran None Criminal 2 5 14 7 7 15 2 6 1 3 Hypertime
1 H026 Huntress Experienced None Huntress 1 6 23 8 9 15 2 6 1 2 Hypertime Leap/Climb, Ranged Combat Expert
1 H042 Man-Bat Veteran None Man-Bat 1 7 31 10 9 15 2 0 0 4 Hypertime Charge, Flight
1 H045 Riddler Veteran Batman Enemy Riddler 1 6 47 6 8 14 1 8 1 4 Hypertime Mastermind, Perplex
1 H048 Mad Hatter Veteran Batman Enemy Mad Hatter 1 5 41 6 8 14 1 0 0 4 Hypertime Mind Control
1 H050 T.O.Morrow Experienced None T.O.Morrow 1 5 26 6 8 14 1 8 1 3 Hypertime Energy Explosion, Ranged Combat Expert, Super Senses
1 H083 Clayface III Experienced Batman Enemy Clayface III 1 6 43 9 9 14 2 0 0 4 Hypertime Plasticity, Poison, Shape Change, Toughness
1 H087 Hawk Veteran Teen Titans Hawk 1 8 69 10 12 16 3 0 0 5 Hypertime Charge, Close Combat Expert, Leap/Climb, Super Strength, Toughness
1 H088 Dove Rookie None Dove 1 7 46 10 10 16 2 0 0 3 Hypertime Close Combat Expert, Leap/Climb, Super Senses, Toughness
1 H104 Flash Experienced Justice League Flash 1 7 82 11 10 17 1 0 0 4 Hypertime Archenemy, Energy Shield/ Deflection, Force Blast, Hypersonic Speed, Outwit, Super Senses Gorilla Grodd
1 H119 Brainiac 13 Experienced Superman Enemy Brainiac 13 1 8 122 9 10 15 2 6 1 4 Hypertime Flight, Impervious, Mind Control, Psychic Blast, Ranged Combat Expert, Toughness
1 C001 SHIELD Trooper Rookie SHIELD SHIELD Trooper 1 3 11 6 7 14 1 6 1 1 Clobberin Time Energy Explosion
1 C008 Mandroid Armor Experienced SHIELD Mandroid Armor 1 4 32 7 7 15 2 6 1 2 Clobberin Time Incapacitate, Telekinesis, Toughness
1 C013 AIM Medic Rookie Hydra AIM Medic 2 4 14 6 7 14 1 6 1 1 Clobberin Time Support
1 C014 AIM Medic Experienced Hydra AIM Medic 2 4 16 6 8 14 1 6 1 2 Clobberin Time Support
1 C017 Skrull Commando Experienced Skrulls Skrull Commando 1 4 14 8 8 14 2 0 0 2 Clobberin Time
1 C025 Yellowjacket Rookie None Yellowjacket 1 4 22 6 7 16 2 4 1 1 Clobberin Time Flight, Incapacitate
1 C031 Avalanche Rookie Brotherhood Avalanche 2 5 19 6 7 15 2 4 1 2 Clobberin Time Barrier
1 C032 Avalanche Experienced Brotherhood Avalanche 2 6 26 8 8 15 2 6 1 3 Clobberin Time Barrier, Energy Explosion
1 C038 Toad Experienced Brotherhood Toad 1 5 30 8 8 15 2 0 0 3 Clobberin Time Charge, Incapacitate, Leap/Climb
1 C044 Invisible Girl Experienced Fantastic Four Invisible Woman 1 6 57 6 8 19 2 4 1 3 Clobberin Time Barrier, Defend, Energy Explosion, Flight, Incapacitate, Stealth, Toughness
1 C057 Black Widow Veteran None Black Widow 1 6 50 8 9 16 2 4 2 4 Clobberin Time Incapacitate, Leap/Climb, Stealth
1 C058 Blastaar Rookie None Blastaar 1 7 98 8 10 18 3 6 1 2 Clobberin Time Energy Explosion, Flight, Leadership, Running Shot, Super Strength, Toughness
1 C061 Thor Rookie Avengers Thor 1 8 109 8 10 16 3 6 1 3 Clobberin Time Archenemy, Flight, Invulnerability, Running Shot, Super Strength, Toughness Enchantress
1 C067 Logan Rookie None Logan 2 6 40 8 9 15 3 0 0 3 Clobberin Time Battle Fury, Blades/Claws/ Fangs, Flurry, Regeneration, Stealth, Toughness
1 C069 Logan Veteran None Logan 2 8 60 8 11 16 3 0 0 5 Clobberin Time Battle Fury, Blades/Claws/ Fangs, Flurry, Regeneration, Stealth, Toughness
1 C086 Nick Fury Unique SHIELD Nick Fury 1 7 62 8 10 16 2 6 2 6 Clobberin Time Leadership, Mastermind, Outwit, Running Shot, Stealth
1 X002 Con Artist Experienced None Con Artist 1 4 12 6 7 13 1 0 0 2 Xplosion Perplex
1 X009 Hand Ninja Veteran Hydra Hand Ninja 1 4 16 6 8 15 2 8 1 3 Xplosion Archenemy, Stealth Daredevil
1 X010 SWAT Officer Rookie SHIELD SWAT Officer 1 4 18 6 8 14 1 0 0 1 Xplosion Incapacitate
1 X025 Boom-Boom Rookie None Meltdown 1 4 14 6 7 14 2 6 1 1 Xplosion Energy Explosion
1 X053 Crimson Dynamo Experienced None Crimson Dynamo 1 9 108 9 9 16 2 8 1 3 Xplosion Flight, Invulnerability, Ranged Combat Expert, Super Strength, Toughness
1 X058 Psylocke Rookie X-Men Psylocke 1 5 29 6 9 13 2 6 1 2 Xplosion Energy Shield/ Deflection, Enhancement
1 X064 Taskmaster Rookie Minions of Doom Taskmaster 1 5 39 6 11 16 2 6 1 3 Xplosion Blades/Claws/ Fangs, Energy Shield/ Deflection, Flurry, Incapacitate, Stealth
1 X078 Iron Man Veteran Avengers Iron Man 1 9 189 12 10 17 4 10 2 5 Xplosion Archenemy, Charge, Energy Explosion, Flight, Invulnerability, Outwit, Ranged Combat Expert, Regeneration, Running Shot, Super Strength, Toughness Mandarin
1 X079 Colossus Rookie X-Men Colossus 1 8 79 8 8 14 4 0 0 3 Xplosion Charge, Invulnerability, Super Strength, Toughness

This report created by Battle Planner (www.battleplanner.com)
sachmo71 is offline   Reply With Quote
Old 06-20-2003, 03:59 PM   #4
sachmo71
The boy who cried Trout
 
Join Date: Oct 2000
Location: TX
Well, I survived the game. There were 4 of us, so we played cooperative teams. Robert (my boss)was my teammate today My team was as listed above, and here is Robert's team with the main powers following figure name:

Blasstar-Leadership, Toughness, Flight
Bane-Close Combat Expert, Toughness
Con Artist-Perplex
AIM Medic-Support

Our opponents had the following teams:

Doug:
Doc Sampson-Charge, Invulnerable, Perplex
Hawk-Close Combat Expert, Toughness
Checkmate Medic-Support
Paramedic-Support

Bill:
Hulk-Super Strength, Toughness, Charge
Cyclops-Range of 10, Ranged Combat Expert
Checkmate Agent-Range of 8, can hit two targets

I went first, and moved my Black Panther into hindering terrain on a rooftop. Since Black Panther has Stealth, he was invisible to all unless they were moved right next to him. His job was to stay there and Outwit people's powers. I Outwitted Cyclops's Running Shot. If I hadn't, he could have hit any of my figures on the board!!

I moved Firelord with Captain America into some hindering terrain close to the middle of the map, and I moved my Medic behind them. Gotta love the free Avenger move! Both Cap and Black Panther have it!

Bill went next, and didn't come after me, but was still in range to shoot Robert's pieces. He shot at Bane, doing 4 damage to him. Thankfully, Bane has Toughness, so it was reduced to 3. Still, that was a heck of an opening move. He moved Hulk into the middle of the board, hoping to push him. Hulk get's stronger as he goes, so that's a good move.

Robert went next, and used his medic to heal Bane with the Support power. He hit, and rolled one die...3! Bane was back in business. He then had Blasstar pick up Bane, and they moved toward the middle of the board and combat!

Doug went next. Doug is a VERY cautious player and he hates pushing his guys. I know this, so I was glad that my back was to him and not Bill. Bill is balls out, and very good a playing at a high tempo. Doug moved Hawk toward the middle of the board, backed up by the Paramedic (of course!). Hawk is sort of like the Hulk...he gets stronger as he takes damage. He has Close Combat Expert just like Bane, so he does an extra two clicks of damage in hand to hand. And he was coming for me!!

Back to me. I had Blizzard use Running Shot (move half of movement factor and use ranged attack) to shoot at Bill's Checkmate Agent. I hit and did 1 click of damage. I rested everyone else, and used my Outwit to take away Cyclops' Range Combat Expert. I was hoping that it would keep him from blasting my teammate to shreads.

Bill went next, and decided to push the Hulk. His attack went up by 1, but he gained Super Strength and Toughness. Super Strength would allow him to use objects in close combat to do additional damage or throw them. Toughness reduces damage done to him by one. The bad part about pushing a figure is that he can't take any action except rest on his next turn.

Robert decided to push Blasstar. He picked up Bane and moved him into close combat with both Cyclops and the Checkmate Medic. This did two things. It would allow Bane to attack Cyclops, and also took away both of Bill's figures Ranged attacks! Robert decided to attack Cyclopse with Bane. Bane has an attack of 10 and Cyclops has a defense of 15, so Robert needed a 5 on two dice. He got a 7, and did 5 clicks of damage to Cyke! Didn't kill him, but he was pretty much out of the fight.

Doug decided to move Doc Sampson and the Checkmate medic up, but they weren't in combat yet.

Back to me, and Firelord decided to show why he is one of the best pieces in the game. I rolled Leadership and succeeded, getting one extra move for the turn. I used Black Panther to Outwit the Hulk's Toughness. Then I attacked with Firelord. Hulk had a defense of 14, and Firelord had a monster attack of 12, so I needed 2 or more on two dice! I made the roll, and hit Hulk for 5 damage thanks to my Range Combat Expert! Anyone else would have cringed in pain, but Hulk slowly turned and looked at Firelord with a sneer on his face. He actually gained strength! Ghaaa!
For my last move, I used Blizzard to create a Barrier in front of Doug's figures. Hawk and the Paramedic were trapped behind it (it's blocking terrain so only Flyers and figures with certain power can move through it). The best part about that was the Doc Sampson would not be able to Charge my Firelord!

Now it was Bill's turn. Hulk was still pushed, so he couldn't move. Lucky for me!
He tried to break away from Bane with his two remaining figures so that they would not be pounded into jelly. To break away, you need to roll 4. 5. or 6 on one die. They both suceeded! Cyke and his buddy ran for their lives.

Robert went next, and began to move his AIM Medic and Con Artist toward Blasstar and Bane. Blasstar was pushed so he had to rest, and Bane rested also. Both would be able to move the next turn!

Doug was going to move around the barrier, but he was afraid of Firelord's massive ranged attack, so he moved his Paramedic around the barrier but out of Firelord's range. I didn't care...I had bigger fish to fry.

My turn.
Black Panther used his Outwit power to turn off the Hulk's Invulnerability, and I pushed Firelord to hit the Hulk. I needed a 4 to hit him...and got an 11. 5 more damage to the Hulk, and he went down in a mass of charred flesh! Firelord took 1 click of damage for pushing.
Since my medic was right next to him and I was pretty much out of options for the turn, I decided to try to heal Firelord with Support. I needed a 9 on the dice to do it, so it was sort of risky, but I wanted Firelord back up to 12 attack. I rolled and 11 and hit! I healed Firelord back up! Yeah!

Bill, now disheartened, rested his figures.

On Robert's turn, he used Blasstar to move Bane back into combat with the wounded Cyclops. He also got his leadership roll, and with this he pushed his Con Artist and moved her closer to the action. She took 1 damage, and finally got her 1 click of power...Perplex. She then used Perplex (it doesn't count an action to use) to bump Bane's damage up to 4, plus two for Close Combat Expert! If he hit Cyke, he was going down. Turns out he needed a 1 to hit Cyke, and he rolled a 3. 6 clicks of damage! Cyke went down like a sack of potatoes! With that, Robert was done.

Doug moved Hawk into melee with my AIM Medic and Captain America. The push gave him a much higher attack and Toughness. He rested everyone else. I told you he was cautious!!

On my turn, I used Outwit on Doc Sampson's Charge. I also put up another Barrier in front of him and the Checkmate Medic, trapping them. I could have used Captain American to smack Hawk, but that would have made him angry! Cap only does two damage, which would have gotten Hawk into the good area of his dial.

Bill used his Checkmate Agent to shoot at both Robert's Con Artist and AIM Medic. He rolled an 11, doing 1 damage to both. They both lost their powers, and became in effect mobile terrain.

Robert rested Bane and Blasstar, and moved his Con Artist out of range of Bill's one surviving piece.

On Doug's turn, he pushed Hawk and attacked my AIM Medic. He hit and did 1 click of damage. Hawk took one damage, and his attack went from a 6 to a 12, and his damage went from a 1 to a 3 and gained Toughness. Trouble for Cap and my medic for sure!

On my turn, I wanted to use Firelord to attack Hawk, but his line of fire was blocked by Captain America and my AIM Medic. I Outwitted Hawk's Toughness attacked Hawk with Captain America. I needed an 8, and got a 4. Deciding discression was the better part of valor, I used Firelord to move Cap out of close combat with Hawk. I then used my Leadership roll and tried to break away with my Medic. I got a 4, and so was able to move him out of harms way. Poor Hawk had no dance partner. That would change soon.

Bill rested. It was all he could do.

On Robert's turn, he was able to get his Leadership roll. He attacked Bill's Checkmate Agent with his AIM Medic, but missed with a 3. The die gods were not with Robert today.
He then had Blasstar pick up Bane, and moved Bane into close combat with Hawk. Bane attacked Hawk, and needed a 5 to hit him. HIT!! Bane did 5 clicks of damage to Hawk, which put the hurt on him for sure! Because I had outwitted his Toughness on my turn, it was still off when Robert attacked. Outwit rules!!

Doug's turn came around, and he moved rested. Hawk couldn't attack because he was pushed, and he kept Doc Sampson in reserve. I'm not sure what he was thinking, but he was saving Doc and the Checkmate Medic for something. The Paramedic also stayed out of the way.

On my turn, I pushed Firelord to shoot Hawk. I hit and did 5, taking him out of the game. Firelord took a point of damage for pushing.

Bill attacked Robert's Medic with his Agent, but missed.

Robert rested Bane and Blasstar.

Doug used Doc Sampson and charged in to attack Bane. He used Perplex on himself to boost his damage from 4 to 5, and rolled...hit! Bane took it one the chin ! He was still up, but just barely.

Unfortunately, lunch was over at this point. We had to stop the game. Robert and I had scored more points and so we won the game!!!

Observations:

Firelord is a killer. Ranged Combat Expert, an attack value of 12, and a range of 8 with a printed damage value of 3. Since most figures start with a defense of 14, he would normally need a 3 to hit. This is insane! I've had a hard time running him the first few times, but today I did fine. He changed the game knocking out the Hulk.

Barrier also saved my bacon. For 35 points, I was able to get Running Shot and Barrier. Blizzard a nice little figure to have.

Outwit is also a killer. Since Black Panther only costs 23 points, it's easy to put him into hindering terrain and have him just sit there and Outwit power. He gave me an extra 6 damage today, which ment the difference between killing the Hulk and having him right in my face!


Overall, it was a fun game. I like this team...maybe I'll try something different. But the person I built this team to beat wasn't playing today. I'll save this team for him, and see how it stacks up against the opponent it was created for...

I won't be playing until Monday at least.

Last edited by sachmo71 : 06-20-2003 at 04:19 PM.
sachmo71 is offline   Reply With Quote
Old 06-27-2003, 11:00 AM   #5
sachmo71
The boy who cried Trout
 
Join Date: Oct 2000
Location: TX
Another lunch, another game!
Here is my team for today's game:


Enhancement (196 points)

Count Name Rank Faction Life Points Speed Attack Defense Damage Range Targets Abilities
1 Pyro Rookie None 5 27 8 7 16 1 8 1 Barrier, Energy Explosion, Ranged Combat Expert
1 Dr. Strange Rookie None 7 64 6 8 15 2 10 1 Archenemy, Barrier, Energy Shield/ Deflection, Enhancement, Flight, Incapacitate, Phasing, Probability Control, Pulse Wave, Ranged Combat Expert, Support, Telekinesis
1 Wasp Unique Avengers 5 44 8 8 19 2 4 2 Flight, Incapacitate, Leadership
1 AIM Medic Experienced Hydra 4 16 6 8 14 1 6 1 Support
1 Hand Ninja Veteran Hydra 4 16 6 8 15 2 8 1 Archenemy, Stealth
1 Psylocke Rookie X-Men 5 29 6 9 13 2 6 1 Energy Shield/ Deflection, Enhancement

This report created by Battle Planner (www.battleplanner.com)


This team relies on the Enhancement power. Here is the definition:
This character increases the damage delivered by friendly ranged combat attacks. (Optional) Any friendly figure given a
ranged combat action while in a square adjacent to this character will inflict 1 extra click of damage to any opposing
figure(s) successfully hit by the attack.

So anyone with a ranged attack will do one extra point of damage when they hit their target. When used with Incapacitate,
which is a power that does no damage, it increases the value of it greatly. With two flyers, my force should be sufficiently
mobile to stay out of close combat range.
The secret weapon is the two figures with the Hydra team ability. This ability allows them to add +1 to the attack roll of any ranged combat attack from a figure they are adjacent to. So Pyro, with his crappy 7 attack, can suddenly hit with a 9! Add one damage from the Enhancement figures, throw in Energy Explosion, and my opponent had better spread out!!!
As always, depending on which figures that my opponent chooses, I could end up getting my booty handed to me!! If he
has a fast team with a lot of close combat figures in it, I could be in some trouble. Or a team with Stealth, because I
couldn't hit them. We shall see how it turns out!

I'm hoping that we play one-on-one games today. In a mass battle, my team would be in trouble. I need my opponent to
start as far from me as possible.

Last edited by sachmo71 : 06-27-2003 at 12:53 PM.
sachmo71 is offline   Reply With Quote
Old 06-27-2003, 12:55 PM   #6
sachmo71
The boy who cried Trout
 
Join Date: Oct 2000
Location: TX
Here is the description of my team's powers...


Attack: Archenemy
This hero has an archenemy

[/b] Attack: Energy Explosion[/b]
This character’s ranged combat attack can affect all figures in squares adjacent to the target. (Optional) Give this character a ranged combat action and reduce his damage value to 1. A successful ranged combat attack affects the target figure and every figure in a square adjacent to the target, delivering 1 click of damage to each figure successfully hit. Make only one attack dice roll; compare that result to the defense value of the target figure and every figure in a square adjacent to the target.

Attack: Incapacitate
This character may use either a close or ranged combat attack to add an action token to a target figure. (Optional) Give this character a close combat or ranged combat action. Reduce his damage value to 0. When this character successfully hits a target figure and the target has 0 or 1 action tokens, place an action token on the target figure. Treat the target as if it was given a non-pass action. If a target figure is given its second action token, it is considered pushed and takes 1 click of pushing damage. This power has no effect on characters that already have 2 action tokens.

Attack: Pulse Wave
This character’s ranged combat attack can affect every figure within half his range value. (Optional) Give this character a ranged combat action. Reduce his range value by half. Draw lines of fire to every figure (friendly and opposing) within range in every direction. These lines of fire are never blocked by figure bases, but are affected normally by terrain. If clear lines of fire can be drawn to two or more figures within range, Energy Pulse will inflict 1 click of damage on each figure successfully hit. If there is only a clear line of fire to a single figure, Energy Pulse will deliver this character’s normal damage if the target is successfully hit.

Attack: Telekinesis
This character can use a close combat attack to move another figure or object. The object can be used as a weapon. (Optional) Give this character a close combat action. The attack does no damage. If the attack is successful, move the target figure up to 10 squares in any direction, ignoring hindering terrain and figure bases. This character must have a clear line of fire to the destination square. This character may also move friendly figures and objects in squares adjacent to him (without making an attack roll). The target figure or object may not be placed in blocking terrain. This character may use Telekinesis in order to use an object as a weapon (see the Objects section of the rulebook).

Damage: Enhancement
This character increases the damage delivered by friendly ranged combat attacks. (Optional) Any friendly figure given a ranged combat action while in a square adjacent to this character will inflict 1 extra click of damage to any opposing figure(s) successfully hit by the attack.

Damage: Leadership
This character may add an action to your action total for the turn. At the beginning of your turn, roll 1 six-sided die. On a result of 4, 5 or 6, add one extra action to your normal action allotment for that turn. You may only gain one extra action each turn with this power, even if you have more than one figure with Leadership.

Damage: Probability Control
This character allows you to re-roll a dice roll during your turn and forces an opponent to re-roll a dice roll during their turn. (Optional) Once during your turn, this character allows you to re-roll one dice roll. Use the re-rolled result instead of the original result. This character must be within 10 squares of the figure performing the action and have a clear line of fire to that figure. Also, at any time during one opponent’s turn, this character forces him to re-roll one dice roll. Use the re-rolled result instead of the original result. This character must be within 10 squares of the figure performing the action and have a clear line of fire to that figure. In multiplayer games, you may use this power only once when it is not your turn. This power does not cost an action to use.

Damage: Ranged Combat Expert
This character adds 2 to their damage for successful single-target ranged combat attacks. This power does not work with other super powers (such as Super Strength or Enhancement).

Damage: Support
This character can heal friendly figures. (Optional) Give this character a close combat action with a friendly figure as the target. Neither figure may be adjacent to an opposing figure. Ignore all modifiers to the close combat attack. If the attack succeeds, roll 1 six-sided die and heal that many clicks to the target figure.

Defense: Barrier
This character can create up to 4 squares of blocking terrain. (Optional) Give this character a move action, but do not move him. This character creates 4 squares of blocking terrain anywhere within the character’s range. Place 4 Barrier markers on the map using the following guidelines: all 4 squares of blocking terrain must be in squares adjacent to each other and they cannot be placed in the same space as a character, object or terrain feature. A character cannot move or fire through the diagonal corner where two Barrier markers are touching. This barrier uses all the standard rules for blocking terrain. This terrain is not elevated and can be flown over. This barrier remains in place until the beginning of your next turn.

Defense: Energy Shield/ Deflection
This character’s defense is improved against ranged combat attacks. Increase this character’s defense value by 2 versus ranged combat attacks that target or can affect him.

Speed: Flight
It's a bird, it's a plane, it's Battle Planner!

Speed: Phasing
This character may phase into another plane of reality and reappear someplace else on the battlefield. (Optional) Give this figure a move action. Move this character in any direction a number of squares equal to his speed value. Ignore the effects of all characters and terrain features on movement.

Speed: Stealth
Hindering terrain blocks line of fire to this character. (Optional) Any line of fire drawn to this character that crosses hindering terrain, including the square that this character occupies, is treated as though it crosses blocking terrain.

Last edited by sachmo71 : 06-27-2003 at 12:59 PM.
sachmo71 is offline   Reply With Quote
Old 06-27-2003, 04:45 PM   #7
sachmo71
The boy who cried Trout
 
Join Date: Oct 2000
Location: TX
We played teams again, but my side came out on top.

The teams were Scott and I against Robert and Bill.

Scotts team:
Vetern Mandarin- Mind Control, Incapacitate, Barrier, Energy Shield, 11 attack, 17 defense
Mystique-Stealth, Perplex
Hand Ninja-Stealth
Vetern Paramedic-Support

Robert's Team (he's my boss!):
Arcane-Leap/Climb, Super Strength, Impervious
Klaw-Range Combat Expert, Energy Explosion
Wasp-Flying, Incapacitate
HYDRA Agent

Bill's Team:
Rookie Dr. Doom-Energy Explosion, Mastermind, Perplex
2 Checkmate Agents-Can hit two targets
Thug-ranged attack
Quicksilver-Flurry, 13 move
Intergang Medic-Support, Superman Enemy Team Ability

We lined up on opposite sides of the map from our partners. This was the standard Marvel Outdoor map with 3 buildings at the corners and a park in the 4th corner. I set up on the west building, Scott on the east, Robert and Bill set up in the street. This was to our advantage because both mine and Scott's teams had ranged attackers, and ranged attackers have a bonus on the roof.

Scott went first, and moved Mandarin and Mystique to the edge of the building, backed up by the Hand Ninja and the Paramedic. He used Mandarin's Outwit to cancel Dr. Doom's Mastermind. Now he would not be able to transfer his damage to another figure if he were hit.

Bill moved Dr. Doom with the Intergang Medic. The Intergang Medic has the Superman Enemy team ability, which is as follows:

If two Superman Enemy figures are adjacent, the figure with the highest point value gets the Outwit power. If this figure already has the Outwit power, this ability is ignored.

Dr. Doom has the Minions of Doom team ability, which allows him to use any team ability one of his other team members possesses. So he took on the Superman Enemy ability and now Dr. Doom had Outwit. He moved Quicksilver all the way from his starting spot to the stairs leading to the roof that my team was on. He also moved one of his Checkmate Agents up into some hindering terrain.

On my turn, I moved Doctor Strange up to the edge of the building, carrying Pyro. I then used the Unique Wasp to move Psylock up behind Pyro. Unfortunately, I forgot to roll for Leadership, so I didn't get an extra move. I still had one move left, so I had Pyro attack the Intergang Medic with Energy Explosion. If I were able to hit him, the Energy Explosion would hit all figures adjacent to him, in this case Dr. Doom. Since his defense was much lower than Dr. Doom's, he was the perfect target choice.
Pyro has a weak attack of 7, but the Intergang Medic only has a defense of 14. I need a 7 to hit, and got an 11! Hit!
Normally, Energy Explosion does 1 point of damage to the target and one to all adjacent figures. But with Psylock's Enhancement power, 1 is added to the damage, doing 2 damage to both targets! Wham!!!

Robert went next, using Wasp to carry Arcane to her maximum range. Then Arcane moved his full movement, and using Leap/Climb, jumped up onto the roof where Scott's team was. Now all of his figures were in close combat, and would not be able to make ranged attacks until Arcane was moved! He also moved up his Klaw and Hydra Agent into a hindering terrain square.

Scott went next. He had Mandarin try to use Mind Control on Arcane. If successful, Arcane would be under his control and friendly for the remainder of his turn. Arcane has a defense of 15 and Mandarin has an attack of 11! He would need a 4 or more to take over Arcane. He rolled...a 7! Hit! So he moved Arcane as far away from his force as he could, right into the middle of the street close to Bill's team. Also, Arcane took a point of damage because he was pushed! He had a token from Robert's turn, and being taken over gave him another actions, thus pushing him. He then Outwitted Arcane's Invpervious power. With his other action, Mystique took a shot at Arcane. Without his Invulnerability, she would be able to damage him for her full damage.
Arcane now had a defense of 14, and Mystique had an attack of 9. She needed a 5 to hit, and she used Perplex to increase her damage from 2 to 3. She rolled an 11 and did 3 damage to Arcane! That put the hurt on!

On Bill's turn, he wanted to take a shot at my team on the roof with Dr. Doom. However, the Intergang Medic was blocking his shot!! For whatever reason (game balance I suppose) the rule about elevated terrain is that someone shooting from a roof ignores all blocking terrain between it and the figure, but the converse is not true from the ground up. So Dr. Doom couldn't unleash his deadly blast unless the Intergang Medic moved first! So Bill moved the Medic, but did not attack with Dr. Doom! Instead, he moved his Thug and his Checkmate Agent up into range.

My turn came next. First, I pushed Doctor Strange to attack Dr. Doom with a ranged attack. Strange had an 8 attack, and Doom had a 15 defense with Toughness. If I hit, the damage would be reduced by one. The good news was that Doctor Strange had Ranged Combat Expert on top of his two damage for a total of 4, and 3 would get through to rattle Dr. Dooms weak body inside of his mega armor.
Note that when using Ranged Combat Expert, you cannot add another power to it. So the Enhancement from Psylock was not avaliable to me.
I needed a 7 and I roll......a 7! Dr. Doom is hit for 3 points!
Dr. Strange took a click of damage now because of his push, and lost his Ranged Combat Expert. But he gained.....ENHANCEMENT!!
For my next action, I used Pyro to shoot at the Intergang Medic with Energy Explosion again. He would be pushing, and would take damage at the end of the attack, but I had a chance to finish off both the Medic and Dr. Doom in one turn! I needed a 5 to hit and got a 9! Because of the double Enhancement, both figures took 3 damage. They were both knocked out!
Now that was a good time to push! I rested everyone else this turn.

Robert went next. He used Klaw (this was a push) to shoot Mandarin. He had an attack of 10, but the Hydra Agent next to him had the Hydra Team ability, which would add 1 to his ranged combat to hit! So he had an 11 attack versuses a 17 defense with Energy Shield. The Energy Shield adds 2 to ranged defense, so Mandarin had a total of 19 defense. He rolled an 11 and hit! Mandarin took 4 damage! Ouch! Klaw took a point of damage on the push. He rested his team.

Scott went next, and pushed Mandarin to attack Arcane. He hit him for 4, but Arcane's Toughness, the damage was reduced to 3. Mandarin took a click of damage. He then used his next action to have the Paramedic heal Mandarin. He needed a 6 to hit, and got a 10! He rolled one dice, and got a 5! Mandarin was back to his starting point!

Bill went next, and used his Thug to shoot at Doctor Strange. He needed an 8, and hit! Doctor Strange took another point of damage. He also moved Quicksilver up onto the roof, but he had to stop when he entered the squares next to my Hand Ninja and the AIM Medic.

On my turn, since my two heavy hitters were pushed I didn't have many options. I attacked Quicksilver with my Hand Ninja and hit, doing 2 damage to the speedy Avenger! Thankfully, he lost his Flurry. Flurry allows the figure to make two close combat attacks in one round! Whew! Then my AIM Medic attacked and hit Quicksilver for 1 click. Everyone else rested.

Robert came next, and rested his force, except he moved Wasp out from the middle of the street and behind Klaw so that she would not be attacked. He then moved Arcane back up onto the roof, once again getting most of Scott's figures into close combat, except for Mandarin.

Scott used Mandarin to Mind Contol Klaw. He hit, and then used Klaw to make a ranged attack against his former teammate, Wasp! Because she was a flyer, he was able to make a ranged attack, and he had Ranged Combat Expert. Wasp has quite a high defense, but Scott was rolling well today and hit her. She took 3 damage. Ahhh! Nothing hurts like taking damage from your own team member!

Bill went next, and hit Doctor Strange AGAIN with a Checkmate Agent. One more hit on poor Strange! He rested the rest of his team.

Now it was my turn again. I used Pyro and his 3 damage Energy Explosion, this time on the two Checkmate Agents! That would teach Bill to group his team! I hit one, doing 3 damage to both, knocking them out. I also used Doctor Strange to attack Robert's Paramedic from range. I hit, doing 3 damage, knocking her Support power out. No healing for him!

Robert went next, cursing my name.
"I was gonna heal this turn!" he cried. "When is your review, Chris? Next week, right? Guess you don't really want a raise, do you?" We both laughed at that!
He pushed Klaw to attack Mandarin, but needed a 10 to hit. He missed the roll, and Klaw took yet another point of damage. He rested everyone else.

Scott went next, and used his Hand Ninja and Mystique to finish off Arcane.

Bill went, and attacked my AIM Medic with Quicksilver, but missed. He rested his thug.

On my turn, I used my Hand Ninja to finish off Quicksilver, and used Wasp to move Pyro into position to attack Robert's team. However, I missed my roll.

Lunch was almost over, so Robert took his last turn. He attacked Pyro with the Hydra Agent of all people, and hit! Dang it...that's a sucky way to end the game.

Scott and I racked up more points then Robert and Bill, so we won!

Conclusions:

I like this team, but Pyro's attack of 7 sucks. He starts with 7 and gets worse from there. Having a Hydra team member there would have helped, but they were stuck in close combat. The good news is that the Experienced Pyro is only 8 more points, but it has an 8 attack and and can hit 2 targets instead of one. What that means is that he can attack to different figures with Energy Explosion with one attack! That can ruin anyone's day! Plus, if my opponent has two strong figures next to one another, and I were to hit each with a seperate attack, I could so a possible 6 clicks of damage to BOTH TARGETS in one turn! WOW!! So, I have to see about acquiring at least an Experienced Pyro.

Enhancement is a great power to have with Ranged attack figures. That extra click really helps. Doctor Strange is tailor made for this team. He can get in a 4 click first strike attack, take the push damage and then instantly help Pyro turn up the heat!!

It was nice to have the Ninja closing the back door. I can't decide if I want to lose the Medic and change the team up or just stick with it the way that it is. We'll see, but it sure was fun!

Until next time...(probably next week!)

Incidentally, Bill went out and bought his own guys. THis is a very addicting hobby!!

Last edited by sachmo71 : 06-27-2003 at 04:46 PM.
sachmo71 is offline   Reply With Quote
Old 07-01-2003, 04:50 PM   #8
sachmo71
The boy who cried Trout
 
Join Date: Oct 2000
Location: TX
Got a new Xplosion booster today...


Name Rank Faction Life Points Speed Attack Defense Damage Range Targets Abilities
Hand Ninja Experienced Hydra 4 15 6 7 14 2 6 1 Archenemy, Stealth
SWAT Specialist Experienced SHIELD 4 18 6 8 14 1 6 1 Ranged Combat Expert
Scorpion Rookie None 5 29 6 8 15 2 2 1 Leap/Climb, Toughness
Colossus Experienced X-Men 9 95 8 9 15 4 0 0 Charge, Invulnerability, Super Strength, Toughness
sachmo71 is offline   Reply With Quote
Old 07-02-2003, 09:04 AM   #9
oykib
College Starter
 
Join Date: Oct 2000
It's funny that you started this thread. I was considering picking up HeroClix a few days ago. The price is rather exorbitant here though ( about $25.00/starter, $10.00/booster ). Also, I'll likely have a devil of a time finding people to play with. But I'll give it a chance anyway.
oykib is offline   Reply With Quote
Old 07-12-2003, 09:32 PM   #10
sachmo71
The boy who cried Trout
 
Join Date: Oct 2000
Location: TX
Quote:
Originally posted by oykib
It's funny that you started this thread. I was considering picking up HeroClix a few days ago. The price is rather exorbitant here though ( about $25.00/starter, $10.00/booster ). Also, I'll likely have a devil of a time finding people to play with. But I'll give it a chance anyway.

I feel you about the price, although here in the States, a Starter is $14.95 and $6.95 for a booster. To find opponents, or venues where tournaments are held, check the official Whizkids site. They are VERY good about advertising local events. I'll bet there are a few in Japan, too! At least I hope so!
sachmo71 is offline   Reply With Quote
Old 07-12-2003, 09:35 PM   #11
sachmo71
The boy who cried Trout
 
Join Date: Oct 2000
Location: TX
Bought two new Clobberin' Time boosters. I decided to buy mostly these, since they are going to stop producing
them, and since I am mainly a collector...


New Collection (600 points)

Count Number Name Rank Life Points Speed Attack Defense Damage Range Targets Rarity Release Abilities Archenemy Faction
1 C012 AIM Agent Veteran 4 15 6 8 15 2 8 1 3 Clobberin Time Hydra
1 C014 AIM Medic Experienced 4 16 6 8 14 1 6 1 2 Clobberin Time Support Hydra
1 C026 Yellowjacket Experienced 4 32 8 7 17 2 4 1 2 Clobberin Time Flight, Incapacitate Masters of Evil
1 C035 Blob Experienced 7 42 4 8 15 3 0 0 3 Clobberin Time Charge, Incapacitate, Toughness Brotherhood
1 C046 Thing Rookie 7 75 6 8 16 3 0 0 2 Clobberin Time Invulnerability, Super Strength, Toughness Fantastic Four
1 C050 Human Torch Experienced 6 59 8 9 14 3 8 1 3 Clobberin Time Energy Explosion, Energy Shield/ Deflection, Flight, Pulse Wave, Running Shot Fantastic Four
1 C074 Dr. Doom Experienced 8 163 8 11 17 3 8 2 4 Clobberin Time Archenemy, Energy Explosion, Flight, Incapacitate, Invulnerability, Leadership, Mastermind, Outwit, Perplex, Toughness Mr. Fantastic Minions of Doom
1 C075 Dr. Doom Veteran 9 198 8 12 18 3 10 3 5 Clobberin Time Archenemy, Energy Explosion, Flight, Incapacitate, Invulnerability, Leadership, Mastermind, Outwit, Perplex, Running Shot, Toughness, Will Power Mr. Fantastic Minions of Doom

This report created by Battle Planner (www.battleplanner.com)


I really like this draw, especially from a collector's standpoint. I've always loved Blob, and Dr. Doom is a bad dude. His
figure is outrageously expensive, but should be fun to play in a big game. And you can't go wrong with the Thing! I'm
looking forward to getting these guys going. There is talk of a big tournament next weekend while my wife is out of town. Hmmmm...


Last edited by sachmo71 : 07-15-2003 at 10:26 AM.
sachmo71 is offline   Reply With Quote
Old 07-15-2003, 02:31 PM   #12
sachmo71
The boy who cried Trout
 
Join Date: Oct 2000
Location: TX
Well, we played at lunch, and I ALMOST won. However, I let someone break my concentration and I acted stupidly in the endgame.

I'm so mad I could spit. I don't think I'll write this one up.

In fact, I think I should just end this thing. If you read this, thanks for following along. It's a really fun game...if you are into superheroes you should pick the game up.


Last edited by sachmo71 : 07-15-2003 at 02:32 PM.
sachmo71 is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is On
Forum Jump


All times are GMT -5. The time now is 03:20 AM.



Powered by vBulletin Version 3.6.0
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.