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zero_cochrane
12/10/2008, 06:15
I think that it would be great to see some team reports from tournaments that have been played at venues around the country. We can read heaps about the teams played in the States, but that gives an entirely inaccurate view of the kind of stuff that gets played in Australia. I know that I was surprised not to see any Warbound teams at GenCon Oz (was there one that I missed?).

A good format:


DATE AND VENUE PLAYED:
POINT TOTAL:
SCENARIO: (Any Special Rules, House Rules, Constructed or Unrestricted)
FORCE: (Characters and feats)
THEMATIC TEAM: (shared keyword, if any)
BATTLEFIELD CONDITIONS:
SPECIAL OBJECTS PLAYED:
WIN/LOSS RECORD:


So please post some of the teams that you've played, or even teams played by other people at your venue if you had a good look and liked them! :classic:

zero_cochrane
12/10/2008, 06:42
Here's a quick one to get the thread started...


DATE AND VENUE PLAYED: Tin Soldier, 4th December 2008
POINT TOTAL: 200 points
SCENARIO: Comic-Accurate Teams
FORCE:
si114 Benjamin J. Grimm - 100
si113 Johnny Storm - 100
ff f007 Fantastic Four - 0
THEMATIC TEAM: Fantastic Four
BATTLEFIELD CONDITIONS: Disbanded, Resistance
SPECIAL OBJECTS PLAYED: None
WIN/LOSS RECORD: 1/0


There were only three of us at the Tin Soldier last week, so for a change we played a three-way battle. My opponents were Mr Nobody (Cap's Kooky Quartet), and Sgt Grimes (Nick Firy and S.H.I.E.L.D.). Mr Nobody won map choice and picked the Galactus Rooftop map, which suited me just fine.

BFCs played were Bright Lights (played by Mr Nobody), Deep Shadows (played by Sgt Grimes and ignored by Mr Nobody), and my Resistance (ignored by Sgt Grimes).

How the match went:

The Kooky Quartet went first, moving cautiously towards the centree of the battlefield. Nick Fury and S.H.I.E.L.D. went second, moving along the edge towards the Avengers and staying well out of my range. Unable to aim for Fury or one of his troops, I sent Johnny after Scarlet Witch instead... and missed. It would be a few turns before I got a successful attack.

S.H.I.E.L.D. quickly made Hawkeye useless, and Quicksilver was positioned too far away to reach the FF, so Mr Nobody sent most of his force against S.H.I.E.L.D. He managed to knock the Sniper out but took a fair bit of damage to Cap and Quicksilver in return.

I made Running Shot-hops towards the middle of the battlefield to take out Captain America while staying clear of the potential 9 range that the S.H.I.E.L.D. Agents and Nick Fury could muster. Sgt Grimes KOd Hawkeye without much trouble. Mr Nobody was almost unable to hurt the FF by himself, so Sgt Grimes let up on him somewhat and came after me instead (Outwitting and Perplexing to slow me down). However, S.H.I.E.L.D. just didn't have the mobility to press the assault, and even after he outwitted Grimm's Invulnerability and hit for two, it was still reduced by 1 due to Grimm's damage-reducing trait.

In the end it came down to who could KO Quicksilver first. S.H.I.E.L.D. got a good hit in but didn't have enough damage to finish him in one hit, which left Grimm an opportunity to Charge in with a light object for 5 clicks (obviously, he would have done enough damage anyway). I tried a last-turn Pulse Wave to get the Scarlet Witch too, but due to having multiple targets in Storm's range he only dealt one click to each of them, which was insufficient.

By the end of turn twelve Mr Nobody had just Scarlet Witch remaining (on her last or second-last click), Sgt Grimes had lost a S.H.I.E.L.D. Sniper and taken one or two clicks of damage elsewhere, and the Fantastic Four had lost one click each.

Overall, I think that I had a very good team with a great mix of ranged and close ocmbat mobility and power. I did play the FF ATA, but honestly I could have lived without it (which is why Disbanded was one of my BFCs). Benjamin J. Grimm's damage-reducing trait is extremely good, and being Indomitable is obviously quite handy too. Johnny Storm's trait is not quite so fantastic; I did find ways to make it useful during the game, but it wasn't the game-winner. Running Shot with 10 range, 10 AV, and 3 damage was far more useful; Pulse Wave also came in handy a couple of times.

hero_temp
12/11/2008, 21:16
DATE AND VENUE PLAYED: 3/12/08 Ballarat Stationers
POINT TOTAL: 400
SCENARIO: Unrestricted, all figures must have the same team ability, WC copy opponents TA
FORCE: MAN OF STEEL 200
DARK KNIGHT 100
KRYPTO 100
THEMATIC TEAM: at the time Metropolis, since then discovered krypto is missing that keyword, go figure
BATTLEFIELD CONDITIONS: Random Draw, no where to hide, great arena and one other
SPECIAL OBJECTS PLAYED: none
WIN/LOSS RECORD: 0/3 :)

Round 1
Faced the FF starter team. A mistake in positioning left superman just within things full charge range. after that batman and krypto made a valiant stand, almost taking out thing, but fantastics perplex was too much

Round 2
Legacy e joker (ap), icicle and new Bizzaro
Pushed Supes to tear bizzaro a new one, forgot about jokers 20 def in close combat till too late. was unable to roll a hit to save myself, Positioned supes in the wrong space on his final click, joker moved to base and poisoned him to death

Round 3
BibtB Joker, New penguin, new riddler, harley, manbat and lady shiva
killed Joker in first 2 turns, Penguin and Harley soon after, Riddler was my bane, his outwit / lower by 2 is nasty. Supes and Krypto eventually fell. Batman controlled the board in stealth. and the rest had to flee. lost on points

The FF starter team went on to win the tourney. That is a well balanced nasty team

Things for next time.
1) Man of Steel looks nice, but is useless HS and def is not a good opening click, next time Icons vet supes
2) Batman with stealth and supes TA in nasty in hindering terrain
3) Krypto is not bad for 100 points, the mid dial spike is very nasty

zero_cochrane
12/12/2008, 13:19
I like Man of Steel, but he needs to be played with another powerhouse. He can't front a team by himself... but he makes half of a great duo.

zero_cochrane
01/08/2009, 08:11
DATE AND VENUE PLAYED: Tin Soldier 8th January 2009
POINT TOTAL: 300
SCENARIO: All characters must be rookies
FORCE: Shadow Demon w/- Ambush and Skullduggery
Shadow Demon w/- Skullduggery
Thunderer of Qward w/- Lucky Break
Thunderer of Qward w/- Lucky Break
Thunderer of Qward w/- Lucky Break
THEMATIC TEAM: None, but my opponents allowed me to consider it a thematic team
BATTLEFIELD CONDITIONS: Deep Shadows, Disbanded (neither had any effect)
SPECIAL OBJECTS PLAYED: Played Ele'hal Vine, Kinetic Accelerator, and Laser Turrent in the second round, but didn't really use them
WIN/LOSS RECORD: 1-1


This is a pretty straightforward team. Lots of mobility, reasonable ranged attacks. I had to borrow a Thunderer and a Shadow Demon but I had the rest of the figures and feats.

I played the first game on the Anti-Monitor map against a Scientist team (Rookie A.I.M. Medic, Rookie Ant-Man, LE The Atom, The Chief, and FCBD Iron Man, all Warbound). I had a strong start when destroying a square of blocking terrain and then firing through the gap at Iron Man yielded a high roll with penetrating Qwa-Bolts. My opponent went on the defensive and I was able to press the attack, throwing some penetrating Qwa-Bolt Energy Explosions and sending a Shadow Demon to either Ambush or Poison The Atom.

The Chief never took a click of damage due to Mastermind, but his hittable 15 defence was a great place to target Energy Explosions. Ant-Man was nearly KOd but got healed in the last round to Charge in at a Thunderer... but sadly missed. I didn't lose any of my force and KOd three opposing characters.


I played the second game on the Supernova space map against a force of three Plasmuses with Armour Piercing. It was surprisingly nasty - lots of Poison and Plasticity! I got a strong hit very early and KOd the first Plasmus quickly, but KOing the second was more time-consuming as my early lucky rolls turned more average. By this time they had managed to pin down three of my characters, and Poison tore through them. I was left with one Thunderer and one Shadow Demon against the last remaining Plasmus, and here my luck deserted me - he got his Shape Change roll finally, I failed the breakaway, and the Thunderer was soon gone. My second Shadow Demon survived, but Sgt Grimes was the victor by about 35 points.

The Shadow Demons were a bit better than I had initially imagined them to be - maybe not worth the 65-70 points I'd spent on them, but okay. I used Skullduggery successfully only once, but it would have been great on the Plasmuses! Qwa-Bolts is a fantastic special power.

zero_cochrane
01/16/2009, 05:33
DATE AND VENUE PLAYED: Tin Soldier, 16 January 2009
POINT TOTAL: 400
SCENARIO: Experienced characters only
FORCE: Anarky - 70
Dawnstar + ICWO - 70
Dawnstar + ICWO - 70
Dawnstar + ICWO - 70
Dawnstar - 60
Dawnstar - 60
THEMATIC TEAM: Teen
BATTLEFIELD CONDITIONS: Deep Shadows, Exhaustion
SPECIAL OBJECTS PLAYED: None
WIN/LOSS RECORD: 2-0

This team was considered a bit cheesy by some of the folks at the tournament, and to be fair it's a bit more cut-throat than I usually build. It's got some obvious weaknesses - teams that have lots of damage reducers or ways to deal with Stealth, for example - but I didn't really face either of those. As a result, I won both of my games.

Round 1
The first round was against a team of multiple Nightshades, Scandal Savages, and one Bronze Tiger. I won the map roll and chose the Junkyard map for having the most hindering terrain in useful positions. My opponent tried to Ordinary Day my Exhaustion, but I ignored his BFC - which made an opponent who is usually reluctant to push very unlikely to do so.

I focused on wearing down the Scandal Savages first, and then took a few strong hits against Bronze Tiger once he was close enough (three Dawnstars had chosen him as their Quarry). I just avoided the Nightshades as much as possible. By the end of the game I had KOd three of my opponent's seven characters, and had two Dawnstars on their last click.

Round 2
My opponent was fielding a Justice League thematic team of Black Canary, Gypsy, the Ray, and Superman (JL rare). I chose Superman and Gypsy as my Quarries, and tried to play Deep Shadows - but it was ignored. We played on the Junkyard map again.

I knew that Superman would win or lose the game, so he was my primary target. I had to get him out in the open where I could cripple and then hopefully KO him. My plan was to use Anarky as bait, placing him in hindering terrain where Superman could only just reach him with Hypersonic Speed. Supes could deal five clicks with a heavy, which would leave Anarky on his last click with Outwit. It was a risk but an acceptable one if it allowed me to Outwit Impervious and swarm Supes on the next turn. As well as carrying Anarky into position, I moved most of my Dawnstars into hindering where Superman could reach them too. I needed my opponent to think that I'd made a mistake in positioning, so that the bait wasn't too obvious.

Superman took the bait. I used a theme team PC to re-roll his successful attack, thinking what the heck... maybe he'll miss. Instead he got knockback, which would instantly KO Anarky. Oops! Another theme team re-roll converted that to a regular success. My opponent couldn't attack Anarky again that turn, so he was safe. On my next turn I Outwitted Impervious, hit for three, then one, then one, then two - and that left Superman on his third last click.

After that it was just a matter of time. I took down my opponent's entire team and lost two Dawnstars.



So, multiple Dawnstars = pretty nasty if your opponent doesn't have damage reducers or you have a plan to avoid them (Armour Wars, maybe). Anarky = okay, but he didn't really do that much aside from act as bait and then Outwit Superman... once. Other than that, his actions didn't change much. The Batman Ally team ability is great, but I can't help but think that I could have used a 20-point Robin (Hypertime experienced) and spent 50-80 points elsewhere. Oh well!

zero_cochrane
01/18/2009, 06:04
If nobody else is posting their teams, you'll just get more of mine. :p

DATE AND VENUE PLAYED: Unlimited Hobbies, 18th January 2009
POINT TOTAL: 400
SCENARIO: Generic thematic teams
FORCE: Hulk 2099 - 123 pts
+ Lunge - 5 pts
+ Maneuver - 8 pts
+ Vault - 3 pts
Batman (Beyond) - 64 pts
Per Degaton - 90 pts
+ Outsmart - 10 pts
Rookie Johnny Alpha - 41 pts
Spiral - 56 pts
THEMATIC TEAM: Future (+5)
BATTLEFIELD CONDITIONS: Deep Shadows, The Great Arena, Inertial Interference Field
SPECIAL OBJECTS PLAYED: None
WIN/LOSS RECORD: 2-0
I built this team to try the combination of Lunge, Maneuver and Vault on Hulk 2099. I've been meaning to give Hulk another run since the Fantastic Four rulebook allowed you to TK a friendly giant!


Round 1
Faced Mr_Nobody's Monster team, featuring Carnage, Hellboy, Kid Devil, and three Man-Bat Assassins. I won map choice and chose the Junkyard Map; we ignored each others' battlefield conditions (IIF and Shrunk).

I got the first shot on Kid Devil, plinking him for 2 clicks; Hellboy answered by Charging Batman with a heavy object, requiring an 8 to hit... and missing. There was a lot of that for Mr Nobody's team during this game. Hulk was TKed forward, grabbed a heavy object as he Lunged at Hellboy, hit him for 6, maneuvered him into the open, and then Vaulted over his head. James later described it as being an attack straight from a film - "a giant reptile came out of nowhere and grabbed Hellboy, dragging him away!"

Nothing went well for the monsters, who managed to force some pushes from Batman and Per Degaton, as well as a hit with knockback on Batman, but failed to KO anybody from the future before losing their last Man-Bat.


Round 2
I faced a Martial Artist team of unique Abbey Chase, Deathstroke (Crisis), Gamora with Skullduggery, a Man-Bat Assassin, and Robin (Arkham Asylum) with Flashbang. Twofacedgoblin got the map choice roll and chose the Junkyard map (my fourth game on that map this week); he played Infiltration and I played The Great Arena.

His force moved forward quickly, but I TKed Per Degaton ahead to slap Abbey Chase and successfully used Outsmart to avoid being Outwitted by Deathstroke. Batman Charged at Gamora and hurt her, but was wiped out by the Man-Bat Assassin with Robin's Tear Gas Grenades. But I made up for this loss by badly hurting Deathstroke with a Lunging Hulk and draggig him out of hindering terrain, Outwitting his Regeneration.

While I worked at destroying Deathstroke Robin was able to stay back and Tear Gas Grenade the Hulk, slowing his rampage. Johnny Alpha sent Spiral flying in to slaughter first Gamora and then Abbey Chase and Robin; the wounded Man-Bat Assassin tried to flee but was hunted down by the Hulk, who hit him with a heavy object for a critical hit into a wall... eight clicks of damage sent him right back to his first click.


Lunge again proves itself to be one of the best five-point feats for a close combat character.

crimson_triangle
02/04/2009, 10:23
Jealous, wish I had someone to play down here in Melbourne

zero_cochrane
02/05/2009, 09:13
People don't play in Melbourne anymore?

crimson_triangle
02/07/2009, 04:07
not anywhere I can find.

WakandaMan
02/08/2009, 21:23
not anywhere I can find.

You should come up to my Ballarat tournaments sometime mate, as hero_temp and another guy do from time to time.

I'll have to start posting my tournament stuff in here as well as sending out the emails about it in future.

WakandaMan
02/08/2009, 21:48
DATE AND VENUE PLAYED: 7/2/9 - Ballarat Stationers Office National
POINT TOTAL: 400
SCENARIO: Bizzaro Tournament: All figures start at the end of their dial and click the opposite direction. Bizarro World BC in play as well. Unrestricted.
FORCE: I wants to use Hulk so I went with a Monster theme-
R M&M Hulk 143pts
E Man-Thing 105pts
V AA Frankenstein 96pts
V Lizard 50pts
THEMATIC TEAM: Monster
BATTLEFIELD CONDITIONS: Deep Shadows (could only use one)
WIN/LOSS RECORD:

First round I played the cheesiest team there. He had Gypsy (starting the 19 Defend) plus Iron Widow, Karate Kid, Question (new one), Super-Skrull:X-men, Lian Harper and maybe someone else. He moved out a little bit to some hindering terrain and then just camped there for a while (on the Lab map).
I used the terrain to get close enough without him attacking, then based his Lian Harper with Man-Thing, so that I'd kill him with poison. My plan was then to run away and make him break his formation. Unfortunately Lian had a token so he pushed her to KO her so we split the points. Then I tried to poison his others (couldn't get to Gypsy as she was in the middle). Eventually he made the mistake of moving Karate Kid out to stop me from basing Gypsy, so KK lost the 19 defense. He Outwitted Hulk's Charge, so Hulk threw the HO instead, Lizard scratched him, and then Frankenstein needed to break away from Super-Skrull:X-men to make the running shot for the KO. Because he'd just passed the first few half of the game, it was the last turn by then and he couldn't KO any of mine.

Second round I played a beginner. He had Avengers Black Panther (nice last click!), SI Iron Fist, R Marvel Boy, E Night Thrasher, House of M Spidey. Played on the Zoo map. I spent most of the time chasing Black Panther around the rooftops with Frankenstein (my only character with range). He had Marvel Boy and Night Thrasher camped on a building sniping and blocking the ladder. I based Iron Fist with Lizard so that he could hurt him to make him decent, and set up Hulk to charge. Lizard got hit onto L/C so he climbed up to attack Marvel Boy and Night Thrasher and managed to roll two knockback blades attacks to knock them off the rooftops (definitely my MVP that match). That KOed Thrash, but put Marvel Boy on his TK. Marvel Boy threw Panther at Lizard to KO him with blades.

Meanwhile Hulk was battling both Iron Fist and Spidey down below. I moved Man Thing in to help - forcing Panther to use his Outwit on poison for the rest of the game. Hulk made it to his 19 defense click and managed to take out Iron Fist. Last turn of the game, he TKed Panther next to Man-Thing and rolled a 6 for blades to KO him in one hit, and se he beat me by about 6 points or so. Great match!

Final round I played another beginner. He had Green Scar, E Justice, E Sin Spidey and R Night Thrasher. We played on the spaceship crashsite.

Frankenstein took on Justice and Thrasher on one side of the map, and eventually KOed Night Thrasher. Man-Thing based Green Scar and Spidey and poisoned them a bit before getting KOed by Green Scar. Lizard KOed Spidey with help from Hulk. Then Hulk charged in and attacked Green Scar. They had a few hits back and forth until Hulk landed on his 19 defense click. Last turn I pushed Hulk off of the 19 defense (onto 18 toughness) to hit Green Scar, which put Green Scar on his last (first) click (with a token). My opponent then pushed Green Scar to hit Hulk, KOing both of them at once (he was going to lose either way, but that way he got more points). Very fun Hulk vs Hulk action.

I ended up third out of 6 with 2 wins and one loss. My opponent in the second round won it (impressive since he was a beginner, although he used to play years ago).

WakandaMan
02/08/2009, 21:52
Also one guy played 3 sentinels (2 x 150pts and 1 x 100pts). He didn't win a round, but man it looked cool. The cheesey guy I played first wiped him out in the second round. In his final round, his opponent refused to come to his turtle (being on 2 wins already), and he pushed Lian to KO her, so they both scored one point and had to roll and see who would win. Unfortunately the cheese player won the roll, otherwise his opponent would have won the tournament with 3 wins.

zero_cochrane
02/09/2009, 03:51
FORCE: I wants to use Hulk so I went with a Monster theme-
R M&M Hulk 143pts
E Man-Thing 105pts
V AA Frankenstein 96pts
V Lizard 50ptsNice! I've never considered that Hulk for a Bizarro dials game before, but ending on Charge, Super Strength, Invulnerability and Perplex makes him pretty attractive. He's a lot more playable backwards! :laugh:
I'm not sure how you made use of Frankenstein (ending with Regeneration and mediocre values), but I guess he must have been dangerous once wounded.
You may have been "cheating" slightly with Lizard - he's not a Monster.

The cheesey guy I played first wiped him out in the second round. In his final round, his opponent refused to come to his turtle (being on 2 wins already), and he pushed Lian to KO her, so they both scored one point and had to roll and see who would win. Unfortunately the cheese player won the roll, otherwise his opponent would have won the tournament with 3 wins.... I really don't understand this kind of player.

Did he really want the prize?

WakandaMan
02/10/2009, 03:21
Nice! I've never considered that Hulk for a Bizarro dials game before, but ending on Charge, Super Strength, Invulnerability and Perplex makes him pretty attractive. He's a lot more playable backwards! :laugh:
I'm not sure how you made use of Frankenstein (ending with Regeneration and mediocre values), but I guess he must have been dangerous once wounded.
You may have been "cheating" slightly with Lizard - he's not a Monster.

Really? That's just silly. Lizard should have monster. Well I didn't use the theme team PC all night anyway, or turn off any BCs, so I only got the initiative bonus and I think I won all of them anyway (I know at least two of them). Rats.

I originally intended to use the new Bizarro, but had to borrow him from a friend as I don't have him. The guy calls me 20 minutes before I leave to say he wasn't going to come. Ugh! My plan was to make a fun Bizarro team using him, Batzarro, Yellow Lantern and maybe Exp Implulse as a Bizarro-world Flash Substitute. But that ruined it. So I quickly threw together the monster team instead and didn't have time to check the keywords. Agh.

... I really don't understand this kind of player.

Did he really want the prize?

He really enjoys winning, and just doesn't have very good social skills. I've tried explaining to him that it makes it really unfun for everyone else, but he doesn't seem to get it. And for some reason, he finds the idea of rolling the dice to see who wins really amusing. Frustrating.

And he doesn't even do very well when he uses his camping strategy. I think he came 4th out of 6 on Saturday, with 2 wins and one loss, but the first and final rounds he only got one point.

One thing is for sure- he never wins fellowship. :noid:

zero_cochrane
02/10/2009, 04:21
Really? That's just silly. Lizard should have monster.He's gotta whole lotta Animal!

I think that's the kind of thing that could be houseruled for a particular game, though. :grin:

hero_temp
02/10/2009, 05:14
not anywhere I can find. I have not played since Ballarat, And the way things are currently going, not going to have time to play for a long while yet, so no help on playing down here

Than0seid
02/11/2009, 21:46
Unfortunately Lian had a token so he pushed her to KO her so we split the points.

Why do you split the points?

I thought if a fig was koed without an opponent doing damage to it then the points was split among all your opponents?

ie, he pushed to death, you get one point for lian?

Or Am i misremembering something from the rulebook? (I'm at work and don't have a copy of the rules with me)

Cheers,

WakandaMan
02/11/2009, 22:21
It's split among all the players I think.

If it's split just among opponents, then that is great news!

zero_cochrane
02/12/2009, 07:51
Split between all opponents:
• Other defeated characters: Points for characters that were defeated, but not by an opposing character (such as those characters whose actions led to pushing damage that caused them to be defeated), are awarded to the opposing player whose character most recently damaged that character. If no opposing player damaged the character, split the victory points evenly among all opponents.

(Emphasis mine)

Victory points only need to be split between opponents if you have multiple opponents (ie, there are three or more players total in that game).

Than0seid
02/12/2009, 17:24
Split between all opponents:


(Emphasis mine)

Victory points only need to be split between opponents if you have multiple opponents (ie, there are three or more players total in that game).

That's what I thought it was. So therefore by him pushing Lian to death, you should be able to thank him and run off with the one victory point, forcing him to come to you.

That will stop him pulling the push Lian to death ####.

Though I'm sure that he will start to whinge about this version of the rules. (ie, the actual rules)

Oh, and thank you ZC for the rulesbook quote.

WakandaMan
02/12/2009, 21:25
Thanks for that guys. At least that's one annoying stunt he won't be able to pull anymore.

Of course, that just means he'll stop using easy to kill bystanders. :noid:

Than0seid
02/12/2009, 22:41
Thanks for that guys. At least that's one annoying stunt he won't be able to pull anymore.

Of course, that just means he'll stop using easy to kill bystanders. :noid:

Can I suggest you wait on pointing this out until he pulls this #### in a game again.

I know this could be seen as a bit of a jerk thing to do, but you have to admit it would be funny to see his face when you point it out and thank him for the point while running off to make him come to you. 8)

Than0seid
02/13/2009, 00:39
DATE AND VENUE PLAYED: 14/2/9 - Sydney Tin Soldier
POINT TOTAL: 300
SCENARIO: Draft from leftover figures from previous prize support. The figures were put into three bags, as well as feats and bfcs and some other doubles thrown in by Mr Nobody (our Judge)
FORCE: Figures I pulled (In order)
U Hercules (SI)
Marvel Girl (M&M)
Cyclops (M&M)
R Ant Man
Alpha Flight Feat
Shellhead Feat

It was then pointed out to me that this would do nothing for Hercules, therefore making it kind of useless to me in this team.

V Silver Surfer (Yes, I have no idea why it made it this far into the round, but it had and I took it)

Exhaustion BFC (After Zero Cochrane pointed out to me how well it would work with Surfer if I played him)

Fortitude
Willie Lumpkin bystander

After looking at the teams, I decided I would try the single figure, and played

265 V Silver Surfer
25 Fortitude (No, I'm not sure why in retrospect)
10 Shellhead
+ Exhaustion BFC

THEMATIC TEAM: n/a
BATTLEFIELD CONDITIONS: Exhaustion in both rounds, becuase you were ollowed to.
WIN/LOSS RECORD: 2-0, coming second overall.

1st round I played a guy who used the draft to basically get any figures he didn't already have (and why not?), so I faced some version of Wildchild, V Kraven (Sin), JL Firestorm, E Ghost and Nightshade.

He won the map roll, and chose the space map. I chose the starting area near the temple, and we both put our objects in the corners so they played no further part.

There was lots of moving around before he based me, while my dice did their normal trick of not doing much (besides managing to take out Wild Child early), including failing three break aways in a row, before finally suceeding, only to critical miss on the attempted shot at Firestorm.

My saving grace in this game was that he only had one figure who could damage me without needing a critical hit on his team, and he had an 8 attack (Firestorm). I managed to roll enough at the end of the game to take out Kraven as well, and won the game with 129 points.

2nd round I played the friend of my first opponent who had basically done the same thing with his choices (ie stuff he needed). This time I faced Jubilee, Energizer, Marvel Girl, Arachne, Kid Nova, and another member of power pack.

I won map choice, and again picked the space map (In retrospect, I should have gone for the galactus map instead) and put my objects in the corner behind my start. He started near the temple, and put two heavies and a light in the middle of the map.

I spent the first tow rounds of the game shooting the two heavy objects he could get to. This was the only thing I hit for awhile, including an early critical miss. Fortunately, he only had Arachne who could do three damage at the start, and had to push Kid Nova to his third click to get him activated (thank you exhaustion). I did a lot of swinging and missing, or failing to break away, while Arachne slowly pummeled me for one damage at a time, and Kid Nova missed when he charged with a light object, ad only had a base 2 damage after that. Finally in the last round I managed to kill Arachne, giving me my second win, with a mere 50 points. This allowed me to come in 2nd overall, with 229 pts all up.

As much as I complain about my dice in these two games though, I realised how lucky I was afterwards, as if it wasn't for the low win in the first round I would have faced one of the two teams who were much more likely to beat the ever loving crud out of my SS, and therefore make me come 4th or so and miss out on the LE Feat card that was a prize.

So really, my dice were a blessing.

WakandaMan
02/13/2009, 02:42
Why would Shellhead not work on Herc?

Mr_Nobody
02/13/2009, 07:40
shellhead gives a figure a +2:d-normal: (shield)
herc has :d-indomitable: (striped shield)
so he gains nothing
he is still eligible for the feat mind you, since :d-normal: (shield) isn't in the pre-reqs, it just doesn't help him since the bonus is to a stat he doesn't have.

WakandaMan
02/13/2009, 08:14
Ah of course. That's interesting.

Melkhor
02/13/2009, 08:24
Ah of course. That's interesting.

It's the exact same reason why Haymaker is so incredibly good on Luke Cage & Iron Fist :)

It gives them penalties to a stat they don't have (normal attack), bonus to a stat they do have (normal damage) and as they're Indomitable they don't take damage from using it either (Indomitable is neither a power nor a team ability!).

Talk about a win-win-win situation!

zero_cochrane
02/13/2009, 12:33
DATE AND VENUE PLAYED: Tin Soldier 12 February 2009
POINT TOTAL: 300
SCENARIO: Draft
FORCE: Box - 125
+ Fortitude - 25
+ Vendetta - 6
Gee - 40
Giant-Man - 97
+ Loner - 5
THEMATIC TEAM: No
BATTLEFIELD CONDITIONS: Malice, Skrull Kill Krew
SPECIAL OBJECTS PLAYED: None
WIN/LOSS RECORD: 1-1


Round One
In my first game I faced M.O.D.O.C. with his team of Count Vertigo, rookie Doctor Spectrum, and Gorilla Grodd (no feats or BFCs). He won the map roll and chose the castle. I played Malice.

M.O.D.O.C. began by moving Gorilla Grodd forward along the side of the castle, while keeping the other two characters in their original positions (this allowed him to assign a click of Malice damage without actually damaging a character). I responded by moving Giant-Man to a square exactly ten squares away from Grodd (so he counld Outwit Grodd's Outwit), but exactly one square too far away for DDoc Spectrum to use Running Shot.

On M.O.D.O.C.'s second turn he moved Doc Spectrum in front of Grodd, moved Count Vertigo forward, and assigned the Malice click to Doctor Spectrum. I think this was his most important mistake, as it cost him both Running Shot and Telekinesis. For the rest of the game I kept my Outwit on Gorilla Grodd's Outwit, moving forward to take attacks as often as possible (assigning a couple of clicks to Box and Gee, I think), and had strong luck with attack rolls (frequently needed 8s, missed once).

M.O.D.O.C. didn't have very strong luck with attack rolls (and needed much higher numbers to begin with), and after I'd defeated Doctor Spectrum and Gorilla Grodd there really wasn't much that Count Vertigo could do by himself. Box had a Vendetta hit on Gorilla Grodd, so my total points for the round were 379.


Round Two
In my second game I faced Sgt_Grimes with his team of rookie Aleta, experienced Ant-Man (Loner and Lunge), The Question, and Zzzax. He won map choice (I rolled double ones :p) and chose the Crisis map. I played Malice again.

Sgt_Grimes began by moving his team halfway across the map (Zzzax is fast!). With two Perplexers and Zzzax's massive 10 range, I knew that I needed to get in close. I Perplexed Giant-Man attack value, TKed him forward, and Charged The Question needing a 7 to hit with a light object... rolled a 5. Not a great start.

A follow-up attack from Box did smack The Question for three clicks, but she retained Ask The Question and was now even harder to hit with Combat Reflexes. I did manage to pull it off shortly afterwards, but not before Zzzax had used Exploit Weakness to badly wound Box and send him fleeing... to just short of two objects. Naturally Sgt_Grimes chased him with Aleta, and I sent Giant-Man Charging back to attack her, with Zzzax following close behind. Zzzax KOd Gee (putting Sgt_Grimes 3 points ahead of me) and had Box on his last click (he used Plasticity to break away and get out of sight).

Aleta was badly injured, but I made the critical mistake of using Giant-Man to Outwit her Ranged Combat Expert instead of Leap/Climb, and she fled to safety. If I had Outwitted Leap/Climb instead, her halved speed (out of hindering terrain) would have allowed Giant-Man to push for a Charge and KO her; instead he pushed and then too Malice damage too!

From that point Malice was working against me instead of for me, and I could only assign it to Giant-Man. Sgt_Grimes really only had to play a waiting game while I waited for a chance to clear and attack with Steal Energy and hope to outlast him... but one single successful attack against Giant-Man made that impossible. Box was left alone on the far side of the map, and Malice finished him off next turn.

I scored 37 points (for a 1-1 record and a solid 416 points that gave me third place), while Sgt_Grimes took my full 298 and came in first for that day.




The Horrible Way That I Could Have Played This Team
This occurred to me before the first round, but I didn't think it would be much fun. It might have been very effective, though.
Play Malice, and move the team into an enclosed area (a corner or room with a one-square entrance) with three objects inside. Giant-Man blocks lines of fire with a defence between 19 and 21 (base 18 plus one for Loner, potentially another one for Perplex, and ideally +1 for hindering terrain agaist ranged damage). Assign all Malice damage to Box; once he's taken three clicks he gains Assimilation and can "eat" an object to heal two clicks of damage (getting back to his second click).

It will take until turn seven or eight until you run out of objects in your foxhole, with Box still relatively okay and both Giant-Man and Gee peachy, while your opponent has been eating Malice damage all that time. He probably won't allow it to KO any of his characters, but many or all of them will be significantly weakened.

When your opponent gets close to your foxhole Giant-Man can Outwit the most threatening power (giants are great with Outwit), or be TKed out to attack already-weakened characters.

Seems like an unsporting strategy to me, and wouldn't have worked in the second game anyway (no foxholes), but Malice could be a lot nastier than I used it for. I just used it to force an aggressive game with little time for maneuvering around. :p

M.O.D.O.C.
02/14/2009, 06:44
Zero, that is a fantastic and very even handed review of our game. Far more than I deserve after my behaviour when I don't think I landed a hit the entire game.
But I disagree with you slightly, the critical mistake that I made was not moving my TKer up in the first round. It meant that I would have had to push him in the second round (and thus lose the TK), but you couldn't have outwitted everything that would have resulted in an attack on your team. If you outwitted TK, I had Running Shot and vice-versa. From then on I could have made an attack on your team every go. By leaving him back there, it didn't matter that he lost running shot and TK - he couldn't have used either anyway.

Malice was bad and did kill my team, but that mistake made the game far more one-sided. And I chose the wrong map - forgot about your giant.

zero_cochrane
02/14/2009, 11:07
Zero, that is a fantastic and very even handed review of our game. Far more than I deserve after my behaviour when I don't think I landed a hit the entire game.You did get one or two successful attacks - your rolls were mostly 6s and 7s from what I recall, but Box and Giant-Man have very high defences. Average rolls without Perplex weren't quite high enough.
But I disagree with you slightly, the critical mistake that I made was not moving my TKer up in the first round. It meant that I would have had to push him in the second round (and thus lose the TK), but you couldn't have outwitted everything that would have resulted in an attack on your team. If you outwitted TK, I had Running Shot and vice-versa.
That's probably also true. I was more concerned about an attack from Gorilla Grodd rather than one from Doctor Spectrum (so I would have Outwitted TK), but any attack is a good attack - especially as you'd have Grodd's Outwit back and thus the chance to retake the initiative.

Malice was bad and did kill my team, but that mistake made the game far more one-sided.Malice definitely gives the advantage to the team that can press the attack first. It's a harsh BFC, somewhere between Earthquake and Disbanded in effect. If you can't maintain the tempo of your attacks, then you suffer.

Fortunately since the change in "ignoring" BFCs it's not ridiculously one-sided anymore. It did turn against me once I lost the tempo in my second game.

Than0seid
07/04/2009, 11:10
(Re-starting this thread, even if it is a cut and paste job)

DATE PLAYED: 2-July-2009
POINT TOTAL: 500
SCENARIO: 500 points, unrestricted. Comic Accurate
TEAM: Lexcorp

161 JL Lex Luthor
10 Outsmart
10 Nanobots
8 Protected
5 Streak of Luck
51 V Lexcorp Security
51 V Lexcorp Security
51 V Lexcorp Security
51 V Lexcorp Security
51 V Lexcorp Security
51 V Lexcorp Security

Metropolis Keyword

BFC's: Earthquake and Ordinary Day

I wasn't expecting to do a lot with this team, as it was basically all hinging off Lex doing a lot of work, while the Lexcorp get in the way and outwit stuff.

Round 1: Annihilation Wave
Av Firelord
Av Stardust
SN SuperSkrull

Then I faced two power cosmic guys in Round 1.

There were no BFCs played, and I chose the Prison Map, hoping it would cut down on his shooting options.

I got in an early shot on Firelord with Lex that allowed me to take it down further with my Lexcorp guys (Neither of us knowing until a few turns later that he was supposed to have TOughness, and then not understanding where it was) The confusion on Firelord (not knowing that at the point in his dial he was now at he actually had ES/D and Lexcorp could hurt him again) and some smart placement on his part meant that Lex couldn't get a finishing shot off on him, plus his guys wiping out the Lexcorp in the confined spaces led me to lose this game, 306-3 (He burnt an Alias in an earlier attack)

Round 2
Annihilation Wave (Again)
SN V Silver Surfer
V Drax
V Kree Colonel

More Power Cosmic? Dammit!

This Round I played Earthquake, He played OD, and I theme'd his OD. The Earthquake didn't go off before the groundpounders died. (Sigh)

This time I again one Map choice and decided to go with the Galactus Map, to take advantage of the superior range I possessed.

I moved a bunch of guys up and surrounded the central Building. He moved Drax up and covered him with his Kree Colonel.

I moved the last two Lexcorp Up, and just started outwitting and pushing my Lexcorp. Took out the Kree in the second turn, and outwitted SS on Drax.

Third turn he RS with Surfer and split damage between two Lexcorp, leaving them alive and still outwitting. I outwitted everything on Drax and started shooting him.

4th Turn, Drax died (again to the Security) after having everything outwitted, leaving only Surfer alive. He decided to move Surfer up to Lex to go for the big points, rather than going the easy pts by killing Security.

The rest of the game was him missing Lex and Lex pinging Surfer, until he realised that he could get easy pts off the Security and started going them. Fortunately their long dials meant it was taking him two shots to kill one, and Lex managed to break away to set up a Psychic Blast shot.

Putting Surfer on HSS. Dammit.

He managed to kill two of the Lexcorp, but I won the game.

So, Lexcorp, 1-1, and a much better result than I was expecting to get. If the player had gone for the easier pts in the second round though I probably would have been ) and 2.

Still, lots of fun to play, and Lex emerged unscathed in both games, meaning the Security were doing their jobs right.

Maybe next time I'll try that Lex + 12 Rookie Lexcorp Security team I was thinking of.

Cheers,

zero_cochrane
07/04/2009, 12:47
DATE AND VENUE PLAYED: Tin Soldier 2 July 2009
POINT TOTAL: 500
SCENARIO: Comic-accurate teams
FORCE: AV035 Bucky - 30
.....................Ambush - 5
............SI017 Human Torch - 85
............SI045 Namor - 150
.....................Submerged - 5
............AV039 Spitfire - 68
............AV021 Toro - 64
.....................Vendetta - 6
............AV015 U.S. Agent - 75 (Captain America mod)
.....................Contingency Plan - 12
THEMATIC TEAM: Invaders (+6 to map choice, 3 re-rolls)
BATTLEFIELD CONDITIONS: Assembled, Resistance
SPECIAL OBJECTS PLAYED: None
WIN/LOSS RECORD: Two wins


Game One
I played against Ben's Annihilation team of vet Drax, vet Kree Colonel, and vet Silver Surfer. I won the map choice and picked the Avengers map (with tank in the middle) as the most appropriate battlefield for the Invaders to fight on! My battlefield condition was Assembled, and my opponent played Fearless Assault.

The Silver Surfer had first strike with a Running Shot against Captain America - needing an 8, I burned a re-roll to make him miss. I responded with a couple of attacks from Human Torch and Toro, pinging through the Surfer's Invulnerability while I moved closer in formation, and taking an opportunistic strike against the Kree Colonel.

I hit significant delays after Drax Charged in to base two of my characters (and also choke up my ranged combat zone) and the Surfer was knocked to Impervious. Ben succedded with five Impervious rolls this game, out of seven or maybe eight that he attempted - he shrugged off at least 18 clicks of damage from Namor alone! Still, the Surfer was based to prevent him from using his ranged combat powers, and eventually he failed an Impervious roll (giving him HSS back - curses!). A badly-hurt Bucky pushed to KO Drax while also going down himself, Namor chased down the Surfer, and I think Spitfire finished off the Kree Colonel.

I lost Bucky (I thought he had one more click left) but took down all of my opponent's force. Assembled was very helpful, as I was trying to keep the Invaders adjacent to each other anyway (in order to share defence values using the Defenders TA) and I had no Perplex or Outwit to deal with high defences or defence powers.


Game Two
I played against Sgt_Grimes' Secret Society of Super Villains team of Chronos, Floronic Man, experienced Mirror Master, rookie Poison Ivy, Psycho-Pirate, unique Ultra-Humanite, and unique Vandal Savage. I won map choice and picked the Castle map, claiming that it represented a Nazi fortress that the Invaders were... well, invading. (This didn't make perfect sense as the villains never actually got inside the castle walls!) My battlefield condition was Resistance, and I ignored my opponent's Ordinary Day.

The Secret Society was having trouble getting past the castle moat, so I was able to reach them in my third turn with Spitfire, while they still languished near their starting zone. Sadly, Spitfire missed her attack against Mirror Master... and was subsequently TKed into the midst of her enemies and torn to shreds.

Fortunately, I had a response to that. Human Torch flew up to the castle wall with a Running Shot and targeted Poison Ivy and Mirror Master with Energy Explosion. A flurry of re-rolls followed... after three re-rolls from Matt and two from me, Human Torch finished with a 10 and spread four clicks around. Namor leapt from one part of the moat to another section, and knocked Chronos out of the game with a single strike.

From that point I had Human Torch and Toro on the wall dropping medium amounts of damage into the moat below, with Captain America between them to lend a bit of Enhancement support, and Namor fending off Vandal Savage (although neither was in much danger of being KOd). In the end I had taken down Poison Ivy and Chronos, wounded Ultra-Humanite into near-uselessness, and spread a bit of damage around to everybody else except Psycho-Pirate.


Things to remember for next time
Bring Human Torch's character card! I'd left it at home and couldn't remember what his special power on attack does... I knew he had Energy Explosion but forgot the Pulse Wave, which would have been useful in both games.

Also, the characters hit by his Energy Explosion in the second game should have suffere knock back, but I was just glad to have finally hit them so I forgot. :p

Than0seid
07/11/2009, 03:47
DATE AND VENUE PLAYED: Tin Soldier 9 July 2009
POINT TOTAL: 500
SCENARIO: No range thingy, see this (http://www.hcrealms.com/forum/showpost.php?p=4249614&postcount=340) post.
FORCE:
230 Green Scar
5 Streak of Luck
128 Rampaging Hulk
5 Lunge
3 Alias
123 2099 Hulk
5 Lunge
499
THEMATIC TEAM: Almost Brute, but not quite.
BATTLEFIELD CONDITIONS: Alpha Strike, Disbanded
SPECIAL OBJECTS PLAYED: Mass-Absorber, Tombstone, Aerial Baffler in Round 1, None in Round 2
WIN/LOSS RECORD: Two wins

1st Round I player a Monster theme team of
Morbius w/Lunge
Zombie Spiderman w/Lunge (Monsters & Mutations version)
Chemo w/ Armour Piercing and Monster Hunter
Rampaging Hulk
Baron Blood

I played Alpha Strike, he played Ordinary Day.

I played the above special items, and my opponent played a meteorite. He won map choice and went for the lab, and I started near fountain.

First few rounds involved a lot of movement and little fury, with him moving across the board, and breaking a wall down next to the fountain, and me moving up and grabbing items, then waiting for him to come near me.

Around round 5 he moved to the door near the fountain with most of his guys, and I sent all three of my guys at Chemo, and promptly missed.

I took two turns of poison from Chemo, and a hit on Green Scar leaving him on his 12 attack, 4 damage exploit weakness click, with willpower / imp special, and then I just started carving his guys up.

He didn't really get many hits in after that, though there was a back and forth between my Rampaging Hulk and His, with the lunging ability of mine giving me the advantage of drawing his next to Green Scar, allowing Scar to cut him down.

In the end I didn't lose any points (Forgot my Alias so he didn't even get that) And I took out Chemo, Rampaging Hulk and Baron Blood.

Second Round I played Sgt_Grimes, who had a team of
Hulk 2099 w/ Lunge
Rampaging Hulk w/ Lunge
Incredible Hulk w/ Lunge + Alpha Flight
V M&M Hulk, w/ Lunge

He won map choice and we decided that Space Map or Galactus Map would be the most fun for the mass brawl, and he decided to go with the Space Map, because we had a thin table to play on.

We played no special items this game.

He moved up in the first turn to where my Green Scar could use his move special to attack his Hulk 2099, so I did so, and promptly missed. Hulk 2099 grabbed Rampaging Hulk and moved over.

His next turn he hit Green Scar onto his good click (see last game) then moved up the rest of his guys.

The rest of the game my dice loved me, and his hated him. He concentrated all his attacks on Green Scar, including picking him as the target for Alpha Flight, but he would either miss my mighty 17 defence, allowing me to put on Streak of Luck tokens, or I made my impervious rolls. I ended up making 5 or 6 imp rolls in a row on him.

Green Scar was just carving through people, including a critical hit on Rampaging Hulk (who was on his top click) while I had three SoL tokens, doing 7 damage and sending hulk flying. Meanwhile my other two figures were lunging around the board smacking his figures in the head.

When the dust settled it was Me - 500 pts, Him - 0 pts, leading me to win the night and end up with a 2099 Ravage, which I swapped immediately to Sgt_Grimes for an Alpha Nightwing.

A fun night, and a great showing by my dice, once they warmed up.

zero_cochrane
07/11/2009, 05:44
Gosh, that's a lot of Rampaging Hulks!

Than0seid
07/12/2009, 05:25
It's true, it's damn true.

I'm not sure why Jarrett didn't use Lunge on his own rampaging hulk, as I effectively neutered him by just lunging away from him when he was on his first click, as the quake wasn't a threat when I had Invulnerability on everyone at the start.

zero_cochrane
07/12/2009, 08:06
I guess I was surprised that there were so many teams with no ranged attacks whatsoever. I'd actually considered building a team of those annoying figures with 4 range and Ranged Combat Expert (and other similar, difficult-to-play combos), but the Champions were calling to me!

Than0seid
07/12/2009, 22:25
I think it was just an excuse to pull out the bricks and let them slug it out, as they would have much less of a disadvantage than normal.

I was suprised by how little outwit there was floating around in teams on the night. If I had faced any at all I would have been falling down hard.

zero_cochrane
07/13/2009, 04:40
Well, lots of people like to play Stealth paired with Outwit.

Stealth was useless in this scenario, so naturally there were fewer Outwitters too. :classic:

zero_cochrane
07/16/2009, 09:14
DATE AND VENUE PLAYED: Tin Soldier 16 July 2009
POINT TOTAL: 300
SCENARIO: Random Colossals
FORCE: XP001 Con Artist - 11
............XP001 Con Artist - 11
............IC138 Firelord - 97
.....................Monster Hunter - 3
.....................Nanobots - 10
............IC049 Jean Grey - 31
............IC016 Paramedic - 8
............MM062 Rampaging Hulk - 128
............TOTAL: 299 points
THEMATIC TEAM: None
BATTLEFIELD CONDITIONS: Not applicable
SPECIAL OBJECTS PLAYED: None
WIN/LOSS RECORD: W/W, 290 points total
Some pretty old-school choices. Frankly I would have been a bit embarrassed to use this team against another player, but as we were cooperating/competing to take out a colossal, I thought it not too egrarious a team.

The basic strategy for this team was to have Firelord attacking with a potential 16 AV for six damage; while he would almost certainly be hit by any counterattack and rendered useless, it takes a lot of damage to KO him, and healing him back to the first click (via Nanobots, with a Paramedic backup) is ridiculously easy. Rampaging Hulk was there to provide a steady flow of objects and for clean-up, and Jean Grey to sling objects over to Firelord as needed.


GAME ONE
Paddy and I faced the Anti-Monitor; his team featured Jane Foster, Namor, SI Spider-Girl, and SI Spider-Man. Paddy won map choice and picked the Castle, in order to benefit from water terrain. No special objects were played.

Paddy moved Namor and the Parkers towards the drawbridge on his first turn. I wasn't planning to attack on my first turn, wanting to push my Con Artists first, but that would have given the Anti-Monitor a free attack on Paddy's team before he'd had any chance to make an attack. Jean TKed Firelord a couple of squares, Firelord hit for 4 clicks after Invulnerability, and was counterattacked. I'd positioned Firelord next to my objects so that he could absorb them to heal back to his first click and be ready to push for the same attack next turn.

Paddy pushed Namor to Charge-Flurry with a heavy object on turn two... and missed his first attack (needing a 5). The second attack connected and both the Anti-Monitor and Namor had taken some damage. This placed the Anti-Monitor on I WILL NOT DIE UNTIL YOU DIE WITH ME!, and I pre-emptorily rolled for his healing... double six, which would have returned him to full health! Paddy had wanted to push his other characters, however, so we decided to let him take the attacks but keep the healing roll. Spider-Girl managed to hit the Anti-Monitor, whose counter-attack missed her but KOd Jane Foster. Because a character opposing the Anti-Monitor had been KOd, he did not get to heal.

This failure to heal meant doom for the Anti-Monitor; he was on Toughness, so Firelord hit him for five, and then Rampaging Hulk ran up to Quake; the Anti-Monitor failed his Super Senses roll and was out.


GAME TWO
The next game was Jarett and I against the Spectre, who had survived his match in the first round. Jarett was playng a thematic team with Flash (Starro slave), Oracle (Batman Alpha), Ray Palmer (Origin), and Wonder Woman (Icons), all four with Monster Hunter. Jarett won map choice and chose the Carnival map, and played a Meteorite and a Shield Disruptor. I didn't use any special items.

Jarett was able to Perplex Wonder Woman's speed in the first round to Charge the Spectre with a Meteorite, but missed! An Angry Spirit showed up. Firelord blazed away needing a five, and also missed! Another Angry Spirit.

This was how the early rounds went - we'd miss the Spectre, and Angry Spirit would appear next to the attacker, and then at the end of the round we'd be harassed by Spirits. Jarett rolled low on his own attacks but rolled high when Angry Spirits were attacking my characters. For my part, Firelord and Hulk were surviving the Spirit attacks but were unable to actually direct any attacks against the Spectre.

Wonder Woman did manage to hit the Spectre once but was crippled afterwards, and her team had no means of healing to get her back in shape. Even Jarett's failed attacks brought Angry Spirits into the game, so he usually had two of them adjacent to his characters, quickly rendering them ineffective. Meanwhile, I had just a single Spirit to contend with, and simply had bad luck getting rid of it. Eventually Hulk smacked the Spirit away, Firelord healed the six clicks that he'd taken so far, and started to hurt the Spectre.

With just Ray Palmer and Oracle (on her last click left), Jarett didn't have any way to really attack the Spectre. He certainly made things difficult for me through placement of Angry Spirits, but there was only one at any given time and I didn't need to make many attacks to deal high damage. As time was called, Firelord was pushed, Hulk was based by a Spirit, and the Spectre was showing 20 defence. I attacked the Spirit, and the game was over. It turns out that the Spectre was on his second-last click so I should have tried to break away, but there you go. Even though we didn't quite defeat the Spectre, I'd dealt thirteen clicks compared to Jarett's four, and was the clear winner.

Mr_Nobody
01/15/2010, 05:52
Thought I'd ressurect this thread, since I liked the idea, and Im keen to hear about games outside the tinny.



DATE AND VENUE PLAYED: Tin Soldier 14 January 2010
POINT TOTAL: 399
SCENARIO: Scenario Madness!
FORCE:
SV066 Drax 184
HAF003 Vampirism 12
HA027 Moondragon 134
HA028 Rocket Raccon 65
HAF104 GotG 4
THEMATIC TEAM: Nope
BATTLEFIELD CONDITIONS: Mistrust, Ordinary Day
SPECIAL OBJECTS PLAYED: None
WIN/LOSS RECORD: L/L, 225pt total (guessed, since the sheets are at home)



I've been carrying around those two GotG mod for weeks waiting for a chance to try em out, and finally they had a go.

Drax as a primary attacker, with vampirism to keep him alive, Moondragon provides cover fire, and rocket raccoon for support (PC and outwit)


GAME ONE
Damon played them in round one, and the scenario- in the 25th and a 1/2 century, didn't really help him at all. Played Zero_Cochraine, who was also playing GotG, but an actual thematic team (but not comic accurate), with Rocket, Starlord. Bug, Aleta and One-who-knows.
Didn't see much of it, but the guardians went down, and only killed Starlord.


GAME TWO

D had to go, so I played in round two, vs Davoid001's X-men (Mu Prof X, Mu vet Iceman, Mu Gambit, Vet Magma).
we drew Bizarro universe (hits are misses, misses are hits), which really hurt, since my average attack values were better than his.
a 1 square miscount left Rocket in range to be brutally killed early on by gambit and iceman, before Drax could engage.
the scenario left drax mostly useless until right near the end of the game, so it mostly came down to moondragon mind controlling gambit and iceman into shooting the others.
Magma's 7 attack 2 damage RCE was deadly, and she was kept carefully out of my mind control range as she decimated Drax (who was beating on the professor).
In the end the professor went down, followed quickly by drax, and the newly dragonformed heather almost killed iceman before the clock saved his life.
so it came out a clear loss- but if it had gone 1 more round, i'd have had him (of course if it had gone two more rounds he'd have killed moondragon and been a complete victor, so I can't be too upset).

Biggest boon to me was the professor repeatedly forgetting to perplex down his friends attack values until after the first attack, he "hit" by one so many times i could have died much quicker.
Amusingly we both rolled plenty of really high numbers.
Oh how I cursed that scenario!

zero_cochrane
01/15/2010, 07:26
GAME ONE
Damon played them in round one, and the scenario- in the 25th and a 1/2 century, didn't really help him at all. Played Zero_Cochraine, who was also playing GotG, but an actual thematic team (but not comic accurate), with Rocket, Starlord. Bug, Aleta and One-who-knows.Only Aleta is out of place on that team, and she was there specifically to act as the teleportation powerrs of Knowhere. She never attacked or used Barrier.

Didn't see much of it, but the guardians went down, and only killed Starlord.Star-Lord lived, on his second-last click (he scored two of my three KOs). Drax and Moondragon instead managed to KO Bug.

WakandaMan
01/15/2010, 20:49
Our last tournament in Ballarat was a 300pt "20-10" scenario to mark the new year. Basically for every KO you earnt 20pts regardless of the point cost of the figure, and for every surviving figure you earnt 10pts.

I was surprised how many people ran swarm teams, as I thought the scenario would lend itself more to teams with just a few figures. I can't remember all the teams but the final came down to:

Team 1: The Warriors Three (I was thinking of playing this myself if I'd played)
Team 2: 9x Hand Ninjas

Both had gone undefeated, so in the last round this was quite a showdown. The Warriors managed to take down most of the Ninjas, while the Hand had a lot of trouble hitting the Warriors defense values, even with their Theme PC rolls. In the end all Warriors survived (I think Fandral was on his last click, but Volstagg and Hogun had only taken push damage) and there were only a couple of Ninjas left.

zero_cochrane
01/16/2010, 02:22
I was surprised how many people ran swarm teams, as I thought the scenario would lend itself more to teams with just a few figures.I guess if you're expecting most of your characters to live then a swarm could maximise your points; personally I'd be tempted to use Thanos. ;)

In the end all Warriors survived (I think Fandral was on his last click, but Volstagg and Hogun had only taken push damage)Really? Hogun has :d-indomitable:.

WakandaMan
01/16/2010, 02:48
Oh maybe it was only Volstagg. Forgot about Hogun's Indom.

Bij-man
01/18/2010, 10:47
Played 2 events on the Weekend. Will post the second one later. It was a great day of play

DATE AND VENUE PLAYED: 16/1/2010
POINT TOTAL: 300
SCENARIO: Booster for Hammer of Thor using Fountain of Asgard map.
FORCE:
Rocket Racoon 65
Moonstone 76
Phyla-Vell 138
THEMATIC TEAM: none
BATTLEFIELD CONDITIONS:
SPECIAL OBJECTS PLAYED: none
WIN/LOSS RECORD: 3/0

Game 1
In the first game I went up against a guy who pulled a God Pack so he was extremely happy. He got a Frog of Thunder. In the end his team was
Seth 120, Venus 125 and Bug 44 (289). Moonstone was worth her weight in moonstones as she blasted away for 4 damage after being perplexed up by Phyla-Vell. Bug finally based Moonstone and hit her with blades for 4 clix but the damage had already been done. Bug fell to the gun of Rocket Racoon while Phyla-Vell took out Venus and Seth. Got the win. An enjoyable game.

Game 2
Played Keef and his team was Asgardian Warrior, Ulik, Heimdall. Moonstone was again useful as she psychic blasted through Ulik's Strongest of all Rock Trolls power and took him out in a couple of turns. Phyla-Vell positioned to shoot at Heimdall as to avoid his special power. With no range Keef found it hard to cause great damage and also had a shocker with the dice and rolled 3 critial misses :disappointed:. Took the win and full points.

Game 3
Played against a team made up of the Destroyer and Malekith. The Destoyer moved in quick. Took a blast from Moonstone and then took her out. Phyla-Vell then moved in and shot from range and managed to take out Destroyer and then with Rocket Racoon took out Malekith for the win.

My team worked really well together and having the prob control was a benefit. Moonstone is a great figure for the cost and was my MVP for the event. While I eventually lost her in 2 games she did her share of damage allowing the other 2 to clean up. Look forward to using her on a Thunderbolts team.

zero_cochrane
01/21/2010, 09:01
DATE AND VENUE PLAYED: 21 January 2010, The Tin Soldier
POINT TOTAL: 300
SCENARIO: Passing the Torch - In addition to your team, you also bring 300 points of Kid or Teen keyword characters as Reinforcements
FORCE: Clea - 59
............V Ghost Rider - 102
............+ Swingline - 10
............V Magdalena - 47
............LE Trigon's Daughter - 82
Reinforcements: Nico Minoru - 84
............R Raven - 54
............R Shazam! - 105
............+ Monster Hunter - 3
............Wiccan - 54
............+ Alpha Flight - 0
THEMATIC TEAM: Mystical
BATTLEFIELD CONDITIONS: Disbanded!, Inferno
SPECIAL OBJECTS PLAYED: None
WIN/LOSS RECORD: 2-0
This was a decent team with no single strategy, but some strong figures who have always done well for me (Ghost Rider and Clea), and a couple who I have been wanting to try out (Trigon's Daughter and Nico Minoru). Almost every character has 8 :bolt:, with some decent attack values and long dials.

One of the considerations that I had with this team was that if Ghost Rider was KOd, I could be without a main attacker for many turns while attempting to get Shazam! into action. Rather than relying on pushing Shazam!, I decided to look for ways to automatically deal 1 damage to him - such as moving Shazam! into hindering terrain with Inferno in play, or walking him off a skyscraper on the Galactus map. All of this planning was utterly unnecessary, as I never actually used Shazam!.

Game One
I played against Paddy, with a Gotham City force built around OotS Batman. He played Deep Shadows, I played Disbanded!, and surprise surprise, we both chose to ignore each other's Battlefield Coditions. :p Having won map choice, I picked the Galactus skyscrapers map, and spent my first two turns destroying objects. Paddy moved Batman onto an object in order to get within Outwit range, and I promptly destroyed that object too, and started Psychic Blasting Bats. I feel that Paddy shouldn't have seemed so surprised at this turn of events, but to be fair he had very few options for getting within my superior range.

Batman and Batgirl went down, and were replaced by Anarky and Batman Beyond. I took a couple of pot shots at these newcomers, but my dials were starting to show the effects of pushing damage by this stage and I didn't make much further headway. Paddy managed to KO Ghost Rider on his last turn, but I remained the victor at 150 points to his 112.


Game Two
I played against Than0seid, who had a team of Batman Beyond and veteran Origins Supergirl. He won map choice and chose the Junkyard; Inferno and Legendary Day were in play.

Than0seid took better advantage of the BFCs than I did, using the Willpower from Legendary Day to take a shot at Trigon's Daughter from ten range (and KOing her instantly with a critical hit!), and later Outwitting Ghost Rider's damage reducers so that he would take Inferno damage. However, I replaced Trigon's Daughter with Nico Minoru, and with the flexibility of her Staff of One special power began to make inroads against his powerhouses again. Clea got some decent attacks in as usual, but was KOd (and replaced by Raven) after her hubris of rolling a critical hit to knock out Supergirl.

The game had definitely turned to my favour by that point, as Than0seid had both of his Reinforcements on the table but I still had about half of my original team. However, M'Onel and Klarion were pretty fresh while my characters had taken a few clicks, so I needed to take a few turns to back up and regroup. I wasted some time through poor play (forgetting to use Nico Minoru to take Support and heal Ghost Rider until a turn after the best opportunity to do so), which meant that I didn't really have any chance to score any more points; but I did prevent M'Onel from taking down any more of my force.

Final score was 300 points to me, 141 to Than0seid.


With a total record of two wins and 450 points, that brought me in first for the night, with Jarrett coming in second as I recall.

WakandaMan
01/23/2010, 03:35
DATE AND VENUE PLAYED: 21 January 2010, Goodgames Ballarat
POINT TOTAL: 400
SCENARIO: All characters must have the same TA. Wildcard teams can copy their opponents Team Ability.
TEAM:
U Ultimate Thor 186
LE Clint Barton 75
UC Scarlet Witch 72
UC Quicksilver 63
Total: 396pts
THEMATIC TEAM: Ultimates
BATTLEFIELD CONDITIONS: Legendary Day, The Great Arena
SPECIAL OBJECTS PLAYED: None
WIN/LOSS RECORD: 3-0

I didn't actually get to play this team. Made 8 different teams because I was expecting some new players to show up and there was an even number (8 players!) so I just judged. One of the new players used the Ultimates Team (he had played just twice before).

First round a faced a Spider-man team with SI Dr. Strange, Iron Fist, Spider-Girl and Black Panther- Avengers keywords! He played Legendary day and chose the Batcave map (one of ibeatdrew's custom maps). He used his superior range to really hurt the Spidey team. Panther based Thor while Strange blasted back at him, and Clint and Quicksilver took out Iron Fist and Spider-Girl with some PC help from Wanda. Thor ended the game on his last click, but managed to just take out Strange and the Panther first.

Second round he faced an X-men team with a feated up Sinister Wolverine (Auto-Regen, Vampirism, Blood Oath and Vendetta), Marvel Girl, Professor X and Gambit. Wolvie chose Thor for Vendetta. Thor started out hitting Wolvie from range, then Professor X mind controlled Thor to bring him into base with Wolverine and Wolvie BCFed him. Gambit took some shots at Thor as well. Thor hit Wolverine again putting him on Regen, while Clint softened up Gambit and Quicksilver failed to hit Gambit as well.

Marvel Girl tried to TK Wolvie away but failed the breakaway roll and Wolvie failed his Regen. Thor pushed to finish Wolvie (netting extra points), then the Prof mind controlled Thor again to make him attack Clint. Then Thor and Clint with some help from Quicksilver finished off the Prof and Gambit and it was game over.

Third Round he faced a Defenders team with SI Namor, HoT SR Valkyrie and E Dr. Spectrum. Spectrum TKed Namor out and he charged, but could only attack Clint (was one square short of getting Thor). Clint was KOed immediately! Thor hit Namor while Valkyre also moved into Charge range. Namor based Thor and Thor pushed to hit him again. Quicksilver weakend Spectrum a little. Namor manged to damage Thor a little before getting taken down, then Valkyrie charged in with an object and missed! Scarlet Witch and Quicksilver took out Spectrum, while Thor and Val traded blows. On the last turn Thor was on his second last click and Val was too when it was only the Defenders players turn left. He hit Thor's poor DV, and then got a 2 with blades, with Wanda ready to force the re-roll. So he took the click and ended to match on his last click! Amazingly close game for the tournament win!

While it was a shame not to get to play (I had a similar Defenders team I wanted to try), it was nice to see a team I made victorious. Plus I was wondering how the old Thor would stand up to all the HoT figures. He's still good even by today's standards! :)

zero_cochrane
01/23/2010, 10:51
SCENARIO: All characters must have the same TA. Wildcard teams can copy their opponents Team Ability.That's an interesting scenario...

One of the new players used the Ultimates Team (he had played just twice before).Seems like a good team for a new guy. Straightforward, counters on of the powers that new players can have a lot of troble with (Stealth), a bunch of useful characters who don't have any special tricks or unexpected liabilities.

WakandaMan
02/22/2010, 06:56
Have to report this one, as it was the first tournament I've got to play for months. As the judge my policy is that I only play if an odd number of players show up- and it's been even every time for months! It actually was last week as well, but one player decided to sit it out just so I could play. :)

DATE AND VENUE PLAYED: 18 JFebruary 2010, Goodgames Ballarat
POINT TOTAL: 100
SCENARIO: No special rules really, just a LOW point game. We played 5 rounds because the small teams meant short rounds. We only used up to 3 BCs each though.
TEAM:
Chase Thor, Frog of Thunder 72* - Been dying to play him!
*w/Armour Piercing
Bystander Frog of Thunder 13
Total: 95pts
THEMATIC TEAM: Nope
BATTLEFIELD CONDITIONS: Atlantis Rising, Deep Shadows, Isolation
SPECIAL OBJECTS PLAYED: Broken Fire Hydrant
WIN/LOSS RECORD: 3-2

First round I faced a rookie Legacy Joker with Armour Piercing. I used Isolation in case that Joker got Blades. We played on the Doom map with the Force Fields. I put the Broke Hydrant around the corner near a lake, so one quarter of the map was water. I then hopped around there (really silly that the Chase doesn't have Aquatic!) pushing to get to his better second click. The Joker player based me to poison the Frog...but he hadn't read what the Frog's Special Power was (I let him read the card, but didn't realise he only glanced at it). So the Army of Alligators ate up the Joker really fast. The Pog Frog moved nearby to snipe whenever the Chase was pushed. Very fast victory.

Second round I played a team of Three Phalanx. They got the Theme bonus, so I skipped using a BC. I also made sure he knew about the Special Power this time (no fun winning via deceit). We played on the Days of Future Past map and I put the Hydrant near the big doorway, and put my other objects in the others ones. He kept well away from the water. I spent a while trying to position myself in the water so I could snipe with the paltry 4 range, but in the end I just moved out of it so he could base me, and the Frog went to town on the Phalanx. He managed to get a lot of Shape Change rolls this match. With all the positioning involved (and a great opponent) I enjoyed this match the most.

Third Round was brutal. I faced a team of HoT Captain America and Mockingbird (Exp I think). Got the Doom map again and I used my Deep Shadows to try and offset his range advantage. However, he played MALICE. I actually think this player might have chose that BC after finding out what my team was. It was brutal. All he did was run all game. With my puny range values and worse movement, I couldn't catch him at all. He took damage, but with much shorter dials it was only a matter of time. He managed to snipe the Pog before it could take a click for me (I took the first couple on the Chase since he got better). On my final click of life I managed to get close enough to him to give both his characters a click with my Alligator army (chased him into my broken hydrant) but it was too late. Really nasty.

The fourth round I ended up having to play the Phalanx player again. We played on the original street intersection map and I put the Hydrant right in the middle. Of course, he didn't come near the water again. It was a really close match- missed my Shape Change rolls this time and he managed to swarm the Chase with two Phalanxes at once. I had the Pog on a rooftop above sniping down as well, but he made a few Super Senses rolls. In the end, he actually took out the Chase with just a half-dead Phalanx remaining vs my Pog of Thunder. He ran up to the roof and Leap/Climbed down. Chased me around for a bit, and I finally got a shot off just squeaking in the win.

For the 5th round we had 3 players close at the top on 3 wins and one loss (I was third), and 3 with 3 losses and a win so we had two three way matches. It ended up being me, the nasty Cap player and the Joker player (he wiped the floor with the Cap player the round before with his Joker, basing and poisoning them to death). I finally played my Atlantis Rising, but it was the Street map again. So the other two players just stayed on the Rooftops. Cap's range advantage was too much, and he was able to take us both down before we could get close to him. No Aquatic is ridiculous!

I wound up third overall.

zero_cochrane
02/22/2010, 07:35
Technically, I think that a one-man-army is almost always going to be a thematic team in 100 point games, as long as it has at least one keyword.

Mr_Nobody
02/22/2010, 08:30
Technically, I think that a one-man-army is almost always going to be a thematic team in 100 point games, as long as it has at least one keyword.

yup. excepting figs without keywords, one man teams are theme at 100 points.

so he got a bit unlucky missing the chance to cancel the malice

Than0seid
03/05/2010, 02:48
DATE AND VENUE PLAYED: 4 March 2010, The Tin Soldier
POINT TOTAL: 400
SCENARIO: Ersatz Comic-Accurate (http://hcrealms.com/forum/showpost.php?p=4567194&postcount=510)

FORCE: DC Post Great Disaster

Hercules Unbound (http://en.wikipedia.org/wiki/Hercules_Unbound)
142 Hercules (SI)
6 w/ Pym Particles
6 w/ Nanoarmor
6 w/ And Stay Down
5 w/ Unstoppable

Kamandi, the last boy on earth (http://en.wikipedia.org/wiki/Kamandi)
40 U Ka-Zar
12 w/ Life Model Decoy
5 w/ Lunge

The Atomic Knights (http://en.wikipedia.org/wiki/Atomic_Knights)
29 Stingray
29 Stingray
29 Stingray
0 w/ Alpha Flight

And their Atomic Steeds
29 E Lockjaw
29 E Lockjaw
29 E Lockjaw

THEMATIC TEAM: Not a chance in heck
BATTLEFIELD CONDITIONS: Darkness, Crosswinds
SPECIAL OBJECTS PLAYED: None
WIN/LOSS RECORD: 2-0

I was trying to avoid just going with the 'homage / pastiche' comic book teams (ie play LoSH and claim it's the Shiar Imperial Guard, etc) and suddenly thought about this team.

Round 1 I faced 'The Scientisthood of Evil Mutant Scientists'
111 Dr Polaris as Magneto
99 Dr Destiny as Mastermind
10 w/ In Contact with Oracle
83 Flash 1,000,000 as Quicksilver
10 w/ In Contact with Oracle
62 Dr Alchemy as the gender confused Scarlet Witch
24 All-New Atom as Toad

We played on an outdoor map that I don't know the name of. It looks like it's been destroyed, and it has two bits of elevated terrain on it.

I ended up winning this because of some good placement by me (he had put his flash on a rooftop, and I managed to get lockjaws blocking both the ladders down, so his flash never came into the game) and good luck (I had moved Hercules within charge range of a bunch of his figures, and he forgot to outwit anything during his turn. I lost an Atomic Knight, and he lost Dr Magneto, and Dr Mastermind

Second game I faced a team based off of 'Fantastico' from the boys, which was, unsuprisingly, as follows
100 Starter Thing as The Doofer
100 Starter Human Torch as
100 Starter Mr Fantastic as Reacher Dick
49 LE Sue Storm as Invisi-Lass
0 w/ Fantastic Four ATA
plus some other feats.

He won map choice and picked the prison map. I declared the Fantastico's Four as the enemies of the Atomic Knights and Hercules and we went from there. I won this game basically because my opponent only managed to roll three hits during the game, plus some poison to kill one of the steeds. Meanwhile I was averaging 9's on my rolls.

I ended up wiping him, having only lost one of the dogs.

All in all, a fun team that did a lot better than I expected it to. The Lockjaws + Stingrays were great as tie up allowing Ka-Zar and Hercules to come in and do their jobs.

I ended up going 2-0, but coming second on points, but I still got to brag because dammit, I used the Atomic Knights!

Cheers,

zero_cochrane
03/05/2010, 08:53
I ended up going 2-0, but coming second on points, but I still got to brag because dammit, I used the Atomic Knights!Unfortuately for you, it was going to be difficult for you to beat me on points, as my first opponent was our least-competitive player, and my second opponent was running a tentpole (which tends to be an all-or-nothing proposition when it comes to points). I think your team went really well!

zero_cochrane
03/05/2010, 09:45
To put Than0seid's post in perspective, here's my own team:

DATE AND VENUE PLAYED: 04 March 2010, The Tin Soldier
POINT TOTAL: 400
SCENARIO: Ersatz Comic Accurate ("DC Trinity")
FORCE: Captain America - 72 ("Batman")
............+ Contingency Plan - 12
............+ Thunderbolts - 5
............Ms. Marvel - 168 ("Wonder Woman")
............+ Thunderbolts - 5
............V Wonder Man - 132 ("Superman")
............+ Thunderbolts - 5
THEMATIC TEAM: Avengers
BATTLEFIELD CONDITIONS: Poor Teamwork, Resistance
SPECIAL OBJECTS PLAYED: Generator, Mjolnir
WIN/LOSS RECORD: 2-0

There's nothing fancy going on with this team - the human Ms. Marvel is a very effective brick (unfairly overlooked just because she isn't quite as dangerous as her Skrully sister), HoT Captain America is undeniably useful on most maps, and Wonder Man, while very outdated and front-loaded, at least has the capability to land at least one decent attack and survive any counterattack.

Contingency Plan was a big part of my success, as I was able to give it a token every turn that Cap kept his Leadership; when my luck inevitably turned against me and I started to roll those 5s, I was still able to hit with them. Thunderbolts could have been a game-winner against some opponents, but it wasn't that big a deal this time.


Game One
I played against Declan, who had an X-Men-inspired team using DCU mystics - Azrael (Beast), Dr. Alchemy (Jean Grey), Ghost Fox Killer (Domino), Klarion (Shadowcat and Lockheed), and Zauriel (Angel). I won the map choice and picked the Anti-Monitor map. Neither of us played any BFCs. I picked the Superman Enemy team ability (although to be honest, I only used it once).

Declan's force-build sheet was written up in multi-coloured ink, which was kinda cool!

From the very beginning, Declan was fighting an uphill battle. He's our youngest player, and his team had a lot less reach than mine considering that his TK was neutered on this map. An initial ranged attack by Captain America followed by a Hypersonic close combat attack by Ms Marvel was enough to KO most figures in two hits.

After Zauriel and Ghost Fox Killer went down without a fight I must admit that I eased up a lot, giving Declan a chance to base my characters with Klarion and Azrael, clearing Ms. Marvel instead of pushing, and "forgetting" to Outwit his dangerous powers. Declan's dice rolls were a bit ordinary, whereas mine never missed all game. Azrael was successful at using B/C/F to KO Wonder Man on his last turn before Ms. Marvel finished things.


Game Two
In my second game I played against Jarrett, who had been extremely lucky with critical hits in his first game. Jarrett had a Metropolis thematic team of NGN Superman, CD Dark Knight, and Toyman (representing the Squadron Supreme - Hyperion, Nighthawk, and Tom Thumb). He was using ICWO on Superman and Batman, Protected on Superman, and Nanobots on Batman.

Jarrett won the map choice roll and picked the Anura Temple (I think he hoped to slow Cap down with water terrain). I played Resistance, but he theme-ignored it. Jarrett grabbed a Meteorite special object, and I gave Ms. Marvel a Generator and threw down Mjolnir for laughs. My Thunderbolt choice was Batman Ally.

The first few turns were very cautious - Jarrett's characters moved forward into hindering terrain, and I positioned Wonder Man and Captain America just a few squares forward... close enough that Superman could reach either of them with a ranged Hypersonic Speed attack, but would have to choose between Oracling his :a-fist: to hit Cap's 20 :d-normal: or Oracling his :m-wing: in order to end in hindering terrain. (I deliberately left them out of hindering terrain; Jarrett would never have extended himself for an attack if I didn't give him decent bait.) Jarrett opted for Oracling Superman's movement value... and rolled a 5, missing Cap by 5 and being just 1 short of hitting Wonder Man.

Superman and Dark Knight ended in hindering terrain, but I was able to counterattack with Captain America (3 clicks to Dark Knight eliminated his Stealth), followed by Ms. Marvel (KOd Dark Knight), and then a Contingency Planned-Charge from Wonder Man to swing a heavy at Superman and force him to burn Protected.

Toyman ran up to base Captain America, which just meant that Cap took a few turns to attack Toyman instead of pinging Superman. Superman hit Wonder Man with the Meteorite for eight clicks of unreduceable damage (ouch!), and Wonder Man broke away so that Superman would be forced to leave hindering and chase him. Wonder Man was quickly KOd... but Ms. Marvel was able to take down NGN Superman almost singlehandedly, even after a successful Impervious roll.


With a total record of two wins and 797 points, that brought me in first for the night, with Than0seid coming in second as described above.

WakandaMan
03/06/2010, 02:38
yup. excepting figs without keywords, one man teams are theme at 100 points.

so he got a bit unlucky missing the chance to cancel the malice

Isn't part of the theme team prerequisites that you have to have at least three characters in the team for it to count as a theme team???

zero_cochrane
03/06/2010, 04:57
Isn't part of the theme team prerequisites that you have to have at least three characters in the team for it to count as a theme team???That used to be the case - one character per 100 points, to a minimum of three.

However, when the thematic teams rules were revised (only requiring non-generic thematic teams to have one character per 150 points), the "minimum three" was dropped entirely.

This was done so that if you're playing a 300 point force, you only need two characters to qualify as a non-generic thematic team (say, Namor and Sentinel of the Skyways as a 300-point Defenders team). And as a result, if you're playing a 100-point tournament... any one-man-army can be considered a thematic team for whatever keywords they happen to have.

Arcade is still screwed by this. :p

Bij-man
03/15/2010, 10:41
DATE AND VENUE PLAYED: 27/2/2010
POINT TOTAL: 300
SCENARIO:Restricted
FORCE:
Chase Stein+ Lunge
Nico Minoru+ Contingency Plan
Gertrude Yorkes and Old Lace
Karolina Dean
Molly Hayes
THEMATIC TEAM: Runaways
BATTLEFIELD CONDITIONS: Bizzaro World, Skrull Kill Krew
SPECIAL OBJECTS PLAYED: Mjolnir, Tombstone
WIN/LOSS RECORD: 2/1

Thought I would try the Runaways and see how they function together. I thought they could do well but would be out matched with some of the other big hitting figures

Game 1
Played against a team of
Spider Woman (si)
Spider Girl (si)
Armor Spiderman (sin)
Storm (dr)

Map was the Rainbow Bridge and they went first moving everyone up with Storm carrying Spiderman. I Tked Molly Hayes using Nico onto Mjolnir and then gave Molly an action to try and pick it up and succeeded for the first time in 6 attempts (other 6 attempts were from previous games) Molly was now doing 5 damage and had 11 attack. Chase picked up everyone and we moved on. They rested and I repositioned the others. Next they moved Spider Girl and Spider Woman up. Molly was tked up to Spider girl and wacked her. Chase Stein and Gert/Oldlace moved up on Spider Woman. In the end Molly and Nico were a great combination with some support from the others. Managed to take out all my opponents team but lost Karolina, Gert and Chase. It was a good intro to the Runaways

Game 2
Played against
Superman (JL rare)
Penance (hot)
Moloid (si)

This was one I was worried about when I put the team together. A Superman is always herd to beat but I thought it would be impossible with the Runaways. Turns out it is possible. Used the same trick with Molly and Nico. Molly hit again with Mjolnir and was looking powerful. A couple of turns later Nico Tked Molly up to Supes and had a bash. I hit but he impervioused out of it. (Damn) Chase, Gert and Karolina took care of Moloid and Penance but took some damage from Penances special. Superman got scared of Molly and kept running away from the little girl. I kept on using perplex TK on successive turns to get close to Supes. I tried 3 more times to get Supes and each time I hit he made his impervious roll. (4 times for the game). On the 5th time I was successful and it was all down hill as the other dogpiled on him.
It was really funny watching Superman flee the Mjolnir powered Molly.
Took out all his and only lost Chase.

Game 3
Played against
Ms Marvel (si) Human
Danger (mm)

I was looking forward to this game. I did the Molly/Nico thing again but this time didn’t get the roll. Did some moving around while Danger and Ms Marvel moved up. Danger was a real pain as she was negating my contingency plan with her special power. I really didn’t read her card well as I thought it was anyone within 10 squares. Missed the line of sight part which made a real mess of my team with only Molly being able to hit for 3. Played the team all wrong and got slaughter in the end by Ms Marvel, they didn’t lose either of their pieces. I think I could do better in a rematch.

Came second in the end with the Superman team out pointing me for the win.

Side note
Runaways wasn’t a bad team to play at 300 and the Chase Stein move took people by surprise. They can be slow to move but Nico provides some good options with being able to tk etc.
While I have never read the comic I did enjoy the team for something different.

WakandaMan
03/21/2010, 01:22
That used to be the case - one character per 100 points, to a minimum of three.

However, when the thematic teams rules were revised (only requiring non-generic thematic teams to have one character per 150 points), the "minimum three" was dropped entirely.

This was done so that if you're playing a 300 point force, you only need two characters to qualify as a non-generic thematic team (say, Namor and Sentinel of the Skyways as a 300-point Defenders team). And as a result, if you're playing a 100-point tournament... any one-man-army can be considered a thematic team for whatever keywords they happen to have.

Arcade is still screwed by this. :p


Well I guess it only gives an initiative bonus and one BC cancel. Still need three to be able to get the re-roll, which is the best part of theme team bonus.

WakandaMan
03/21/2010, 01:47
DATE AND VENUE PLAYED: 18/3/2010, Goodgames Ballarat
POINT TOTAL: 600
SCENARIO:Random BCs
FORCE:
Fin Fang Foom!
THEMATIC TEAM: Nope
BATTLEFIELD CONDITIONS: Random
SPECIAL OBJECTS PLAYED: Broken Hydrant
WIN/LOSS RECORD: 2/1

I've been wanting to try out Foom since I got him, and this was my first opportunity. Expected to see some other Collosals being 600pts but in fact I had the only one there!

Game 1
Played a team of Asgardians:
Common Thor
Heimdall
Balder
Ghargyskt

They all had Immortal Contempt on. For the BC we pulled 'Protect the Innocent' so no effect. Thor started out by running in to hit for massive damage to start, knocking Foom onto Super Senses. Foom and Thor traded attacks for a while, and the other Asgardians closed in on the meanwhile. Once they were based with Foom he attacked Heimdall and Balder to try and lower their insane AVs. Balder became unable to hurt Foom when he went to Invulnerable, so he finished Thor, then got rid of Gharskygt with his annoying Perplex. Heimdall missed a couple of times, then Foom Crit Missed before finishing Balder. At the end, he still had a half alive Heimdall and Foom had only 4 clicks remaining. Close battle.


Game 2
Played against an awesome Avengers team:
SI Hercules
SI Iron Man
HoT Cap
SI Spider
SI Jarvis
Av Black Panther

The BC was Inferno, so my opponent had to try and avoid the hindering. My aim was to try and get rid of his Outwits and then focus on Herc. Injured Cap and Panther first, but that just put him on three Outwits (although getting rid of Cap's RS helped). Then he pushed Jarvis onto Outwit, so I took him out fast. Injured Iron Man, but he also kept Outwit, and then he based me with Herc, Spider and Panther. I tried to finish Panther and Iron Man but missed horribly, and he Outwitted my defense and rolled a Crit Hit with Herc holding a HO! Nasty 6 clicks, and then he attacked again doing another 5! Foom ran, using the water from the broken hydrant to cover his escape but he couldn't get far enough. He closed the gap and finished him off again with Herc, who... had Vendetta on him. My opponent netted 900pts, and won the tournament already with that round! Very impressive to see Herc take down Foom.

Game 3
Played against
V Icons Superman
Fandral
Hogun
Volstagg

The BC for this round was High Gravity, but my opponent got more HOs than Lights so it was kinda good for me.

He hid behind some blocking terrain with Supes while the Warriors Three moved up. Slow going for them since I put an Immobile object in their way then I had the broken hydrant placed so they had to go around it. I destroyed the blocking terrain and then pinged Supes so that he was on his last HSS click. He flew in for an early attack....and Critically Missed, leaving him based with Foom. Rotten luck. He then pushed Supes to attack again and rolled a second Crit Miss in a row! Poor guy. By now Fandral was in position to be a threat with Outwit, so I charged him and took out the Outwit. This allowed Hogun to base me and attack but he missed. Then I attacked Hogun. Supes was lining up from some RCE nastiness, so I charged over to him and finished him off. Then finally Volstagg had caught up with the battle. He made one attack which he missed and then he felt Foom's wrath! From there it was over pretty fast. Really poor luck from my opponent made what should have been a close battle very one-sided.

In the end Foom, was pretty fun, but like most Collosals a lot of the time it's just a matter of attacking and hoping your opponents miss. The only time I got to do much strategic maneuvering was the final battle when he held onto his Charge for a while.

Mr_Nobody
03/21/2010, 02:31
Well I guess it only gives an initiative bonus and one BC cancel. Still need three to be able to get the re-roll, which is the best part of theme team bonus.

no you need 2 to get a reroll, not 3.
and thats only because you get a number of rerolls equal to half the number of figures in your team, rounded down.

technically a 1 man 100 point team does get theme team rerolls, however he gets zero of them.(1/2 of 1 rounded down).
A 2 man team gets a reroll. there is no mention of three figs in the rules of theme teams at all anymore.

zero_cochrane
03/21/2010, 06:46
DATE AND VENUE PLAYED: Tin Soldier 18 March 2010
POINT TOTAL: 500
SCENARIO: Thor versus Thor (http://www.hcrealms.com/forum/showpost.php?p=4588993&postcount=522)
FORCE: SI007 Atlantean Warrior - 35
............SI007 Atlantean Warrior - 35
............SI007 Atlantean Warrior - 35
............SI007 Atlantean Warrior - 35
............SI007 Atlantean Warrior - 35
............SI007 Atlantean Warrior - 35
............SI007 Atlantean Warrior - 35
............SI007 Atlantean Warrior - 35
............SI007 Atlantean Warrior - 35
............SI028 Attuma - 90
.....................Submerged - 5
............HA100 Thor, Frog of Thunder - 72
.....................Armour Piercing - 10
.....................Protected - 8
THEMATIC TEAM: Warrior (+11 to map choice, 5 re-rolls)
BATTLEFIELD CONDITIONS: Deep Shadows, Disbanded
SPECIAL OBJECTS PLAYED: Mjolnir
WIN/LOSS RECORD: One win, one loss, 368 points

I had to borrow some Atlantean Warriors to fill out my force! I will probably never play so many again... they did look pretty good, though! :grin:


Game One
I played against Ben, who was fielding an Asgardian thematic team with Thor the Reigning, Fenris, a Valkyrie, and a bunch of Asgardian Warriors. I won the map choice (shocker) and picked the Anura temple map. My Battlefield Condition was Deep Shadows; he threw a blank.

I obviously had some serious advantages with my map and BFC choice, but my team is pretty slow and Attuma's repeated faliure to roll Leadership wasn't helping. I advanced all of my Atlantean Warriors to form a front line (hoping to keep his characters adjacent to, but no occupying, the water terrain), and he brought his own forces forward. As all of my Atlantean Warriors could Charge fice squares I easily got first strike against the Asgardian Warriors... but 8 :a-fist: against 17 :d-normal: didn't get any results! And the Asgardian counterattack was vicious.

However, the Atlantean Warriors held the line while my real warriors were getting prepared. Attuma had gone to try his luck with Mjolnir, and for the first time ever I rolled a six! :o Attuma was worthy... and he was scary. A 90 point character who can fly to Charge in with a 12 :a-fist: and either Quake an entire body of water or strike one opponent for up to 6 damage with an object is a worthy foe. Attuma's first attack was to Quake the water terrain (only striking two characters, but it was a start).

The Frog of Thunder took a long time to get into the fight, but it was worthwhile. He moved into the water, pushed to move a little further (and get to a better click), cleared, moved forward, and then moved forward again to get within six squares of the entire Asgardian army. It was turn six before the Frog had a chance to lead the frog and crocodile army... but when he did, it dealt a point of unreducable damage to the entire Asgardian force. A couple of turns of that, combined with some lucky attack rolls from my Atlanteans, turned the tide fast.

On turn seven Attuma made his second attack, flying straight to Thor and punching him for five (it would have been more, but Thor the Reigning had Nanoarmour). This put Thor the Reigning on his second-last click. The Atlantean Warriors were doing their best against Fenris, but he just kept rolling Super Senses!

By turn ten all of the Asgardian Warriors were gone, and Thor and Fenris were in bad shape. Thor the Reigning used Hypersonic Speed to make a swing by the Frog of Thunder, but was foiled by Shape Change, and retreated to dry land.

On the last turn, Attuma pushed to chase down Thor the Reigning and strike the final blow. Fenris had been Frog and Alligatored onto his first Impervious click. The Frog of Thunder didn't have range to Fenris, and none of my clear Atlantean Warriors had more than 2 :g-starburst:, but I gave it a shot anyway. I needed two critical hits to deal enough damage to get past two clicks of Impervious... first attack was a critical hit! The Atlanteans all cheer. Second attack was... an 11! Rats. I tried for theme team re-rolls but didn't get another critical. So close!

In the end I lost two Atlantean Warriors, and had Fenris on his last click. Not too shabby!

Game Two
This was rough. I was facing Blink, who had borrwed some Ultimates from me to build a team of veteran hawkeye (Ultimates), Iron Man (Avengers), veteran Scarlet Witch (Fantastic Forces), and Thor (Ultimates). All bar Scarlet Witch had Protected. I won map choice and chose the Anura Temple again. Blink didn't have a BFC that was useful against me (left with Resistance) and he theme-team ignored my Disbanded. Awwww.

I carefully advanced my Atlantean Warriors in a conga-line (so he could only attack one or two at a time) while the Ultimates hung back as much as they could. Still, I was able to send Attuma for a tidal wave Quake against Hawkeye (he burned a Protected) and then pushed Attuma to do so again. Since Hawkeye had taken three clicks, he ran back to his starting square and didn't do anything for the rest of the game.

Blink attacked one of my Atlantean Warriors with Iron Man, sending him to his last click, and then finished him off with Thor (a waste of damage, if you ask me - he could have KOd any Atlantean Warrior in one hit from Thor, and should have chosen a different target). With no choice but to get across the map as fast as possible, I sent a healthy Atlantean Warrior to base Iron Man, a second to base Scarlet Witch, and a third to base Thor. The Frog of Thunder was hopping forward in an attempt to get into the fray, but I had so much of the map to cross that I wasn't sure we'd be able to make it. Blink's turns were taking a lot longer than mine because he was a bit confused and very intimidated by Attuma and th Frog's special powers, and played very defensively.

(At one point Blink was verbally debating using his Thor to bse the Frog of Thunder, as the judge had ruled that the Ultimates team ability didn not trump his Among the Weeds. I was sliently hoping he'd do so - three damage with Exploit Weakness would make a fast dent in Thor's defences! - but he decided to wait a turn or two. As our game only went to five turns, that eliminated any meaningful chance I had to KO Thor, or for him to KO the Frog or Attuma.)

Ultimate Thor pushed to break away from his Atlantean Warrior... and I burned four thematic team Probability Control uses on that break away, to no avail! He ran back five squares and KOd the Atlantean Warrior. Iron Man pushed to atack his own Atlantean Warrior, hit, but could not do enough damage to KO. Hawkeye didn't have line of fire due to the blocking terrain that Iron Man had been placed between. Scarlet Witch tried to hit her own Atlantean Warrior, and missed - to my regret. I was hoping that she'd knock the Atlantean Warrior to his second click (with Close Combat Expert!) and thus double my damage-dealing ability. Well, it was a good idea.

The next turn was turn five, and the last turn of the game (as I mentioned, it had gone rather slowly). I only had one character in range to make an attack (for two damage), and he only had one character who was not pushed (again, for a possible two damage), so we left it at that.

So that was a loss to me, as I'd scored just 8 points for Protected, and Blink had 70 points for two Atlantean Warriors. I knew that fighting the Ultimates was going to be an uphill battle!

WakandaMan
03/21/2010, 20:15
The 'Anura Temple' is the old temple map from the indy starter right? How did you you manage to use that puny little pond of water to such effect? Or am I thinking of the wrong map here?

Mr_Nobody
03/22/2010, 02:55
Anura temple is the map that came with the hellboy set.
its around 60-70% water.
in fact if you put the broken hydrant in the center of the large island there is less than 15 squares on the map where a character isn't going to be hit by either attuma's or throg's SP's (excluding the starting zones)

zero_cochrane
03/22/2010, 05:24
Yeah, the Anura Temple is from the B.P.R.D. action pack.

My team actually preferred opponents to be adjacent to the water terrain but not in the water. The Frog can use his special power against opponents in or adjacent to the water, but Attuma can only Quake opponents who are adjacent to the water.

I did play the Broken Hydrant in my second game (forgot about that), but it was mainly a psychological thing. I could see that Blink was freaking out about the water powers (somewhat needlessly), and would destroy the Broken Hydrant if I played it. As that would be one action not being used to KO an Atlantean Warrior, I put the Hydrant onto the main island.

zero_cochrane
04/16/2010, 10:51
DATE AND VENUE PLAYED: Tin Soldier 15 April 2010
POINT TOTAL: 300
SCENARIO: Brave and the Bold sealed
FORCE: Diana Prince - 32
............Jason Blood - 44
............Martian Manhunter - 202
............Total: 278 points
THEMATIC TEAM: None
BATTLEFIELD CONDITIONS: None
SPECIAL OBJECTS PLAYED: None
WIN/LOSS RECORD: Two wins, 463 points (I think)

My pulls: Commons: Amazon, Checkmate Pawn (Black), Diana Prince, Jason Blood; Uncommons: Max Mercury, The Parademon; Rares: Kryptonite Man, Martian Manhunter, Super rares: The Flashes, Poison Ivy and Harley Quinn.

I was worried about playing a force that was 22 points down, but I really wanted to field Martian Manhunter (due to his awesome named powers!) and I didn't have any characters that cost 22 points or less (ironically, everybody else on my first table was using the 22-point League Assassin). I should have probably used the Amazon instead of Diana Prince, but oh well.

Every game was played on the new Graveyard map.


Game One
I played against Paddy, who had a Stealth-heavy team of Amazon of Bana-Mighdall, Checkmate Pawn (Black), Mademoiselle Marie, Talia, Talia al-Ghul, and something else with Stealth.

I totally misread my opponents intentions... Paddy placed his three objects in a row to create a row of five consecutive squares of hindering terrain, and yet I somehow did not guess that's where he was planning to move his characters. As a result, I placed Martian Manhunter only a few squares forward, rather than putting him somewhere that could reach this row of hindering terrain with his second action. D'oh! In the end ot was turn five before I was able to get into position to attack!

Martian Manhunter's first attack was to hit and instantly KO the Amazon of Bana-Mighdall, and then retreat behind blocking terrain. I soon realised just how fantastic the Graveyard map is for J'onn - there is a lot of blocking terrain and walls for a flying Hypersonic Speedster to exploit, and if all else fails you can jump into an open grave! Without top-click move-and-attack powers, Paddy's nasty-looking team just wasn't capable of catching the Martian Manhunter. Even though I didn't want to push and so only acted every other turn, Martian Manhunter's 4 :g-starburst: demolished Paddy's characters, and his 10 :a-fist: always seemed to hit. He was targeted twice during the game... and got his Shape Change roll both times. I guess J'onn was very angry about his cookies!

Jason Blood and Diana, on the other hand, basically did nothing. In theory Jason was always in the right position to re-roll Martian Manhunter's missed attack rolls... but Martian Manhunter didn't miss any. Jason did push once (moving to a positin with better line of fire), and Diana promptly healed that click back, but really it made no difference. It felt like Jason and Diana were on a date in the park, always about eight to ten squares away from the fight! Paddy tried to shoot at Diana twice, but missed both times.

All in all Paddy only got to try five or six attacks, I attacked five times with Martian Manhunter (KOing both Talias and the Amazon), and I took two clicks of pushing damage (healing one back). Not a huge amount of points, but a very convincing win. To his credit, Paddy took this defeat extremely well, and I hope he did better in his second round.


Game Two
I played against Jarret, who had a team of Bruce Wayne, Jason Blood, and Superman and the Flash. Jarret also pulled Batman and Etrigan (darnit!).

Having learned my lesson about wasting turns by not moving forward far enough, I placed Martian Manhunter right next to the blocking terrain. Superman and the Flash grabbed a heavy object and then also moved forward, to a position where they could easily attack any of my characters the next turn. Loathe as I am to push a 202 point character, I felt that hitting Superman and the Flash could be worth it. Martian Manhunter took a shot, needing a seven (with Jason Blood within line of fire), and hit on the first roll, knocking Superman and the Flash to click five. Superman and Flash gained Willpower, but they were now standing on that heavy object... and with the best speed vale on our map being 9, they couldn't reach any of my characters, even with Hypersonic Speed.

Superman and Flash moved forward and behind a wall; Bruce Wayne and Jason Blood followed at a distance. Martian Manhunter cleared. Bruce Wayne Outwitted Jason Blood's Probability Control, and Superman and Flash cleared.

Martian Manhunter swooped in, knocked Superman and the Flash to click eight, and then moved back behind another wall. Jarret choose Superman to be his race's winner, and the Charge and extra damage was certainly dangerous, but at this point he had little chance of victory. Martian Manhunter took a few clicks of damage (to click four, I think), and Diana was hit to her last click, but so was Superman and the Flash. Superman Charged Jason Blood for a kill that would also KO him due to the Mystics damage, but Blood forced a re-roll... into a critical miss. Ouch!

I thought that the game would go slowly from this point, as Martian Manhunter slowly chased around Bruce Wayne and the opposing Jason Blood, but decided to have Diana try to use Support for the heck of it. With a 7 :a-fist: on Martian Manhunter's 17 :d-normal:, I needed a ten... and rolled a twelve. And then a six on the Support roll.

As you can imagine, the game was basically mine at that point. Jarrett managed to transform his Jason Blood into Etrigan, but Martian Manhunter defeated both Etrigan and Bruce Wayne pretty fast. Clean sweep.

I gave Jarrett my Martian Manhunter after that - he hadn't pulled one, and I felt a little bad for my opponents.


I came in second overall for the tournament, as Mr_Nobody's team (feating the Black Hand and a Parademon, and something else with Outwit) had just destroyed the opposition. Got a Black Lantern special object, which I was pretty happy about. :)

Than0seid
04/16/2010, 22:52
DATE AND VENUE PLAYED: Tin Soldier 15 April 2010
POINT TOTAL: 300
SCENARIO: Brave and the Bold sealed
FORCE:
120 The Atom and Hawkman (A&H)
66 Inertia
50 Amazon
35 Checkmate Knight (Black) (CKB)
24 Cave Carson (CC)
295

THEMATIC TEAM: None
BATTLEFIELD CONDITIONS: None
SPECIAL OBJECTS PLAYED: None
WIN/LOSS RECORD: 1-1 with (I think) 417 points

My pulls:
Commons: Amazon, Checkmate Knight (Black), The Atom and Hawkman, Clark Kent, Amazon on Banarama
Uncommons: Damien Wayne, Cave Carson, Gizmo
Rares: Inertia, Extant
Super rares: None.
I looked at my pulls and despaired, only having Damien and Inertia with move and attack, and only A&H and Clark on his second click having support.

I started my team with A&H, Amazon and CKB, but then was struggling for the rest of team, before settling on Inertia and Cave Carson.

1st round I played Modoc who also had Atom & Hawk, paired with Bruce Wayne, Jason Blood, Damien Wayne and Checkmate Knight (Black).

2nd round was vs BadManKhaine, who was using Fire & Ice, Blue Beetle & Booster Gold, Checkmate Knight (Black) and Pawn 502.

In both games I went first and my basic game plan was similar. I'd move CC, carrying CKB, and move H&A up, carrying the Amazon and picking up a heavy object, on the opposite side of the map to the Mausoleum, while moving Inertia in next to the Mausoleum.

Then I'd see how I went from there. The first game was close, but I didn't move the CKB into a good spot until late in the game, losing everyone except the CKB, and taking Bruce and Damien and his CKB.

Second game I lost the Amazon and CC, but managed to wipe Khaine, Thanks largely to my rolling a six for supersenses twice in a row on his attacks on H&A, then getting a crit hit.

The next turn when I pushed to try and finish it they rolled a crit miss though, so I guess that's karma 8)

I managed to finish 4th, which I was happy about considering it was a team I thought was pretty average when I pulled it.

I also have to say that the two characters that I ended up 'settling' for just impressed the heck out of me. Inertia managed to shut down the first team, it's just a shame that I didn't have enough range to make up for it. And CC was just fantastic, moving the CKB where I needed her, and then getting in the way of my opponent's plans. Awesome 24 pts!

Than0seid
04/29/2010, 19:21
DATE AND VENUE PLAYED: Tin Soldier 29 April 2010
POINT TOTAL: 600
SCENARIO: Team must have a Duo
FORCE:
70 LE Ralph Dibny
120 The Atom and Hawkman (A&H)
200 Flash and Green Lantern
204 Batman and Green Arrow
5 w/ Lucky Break
599

THEMATIC TEAM: JLA +4
BATTLEFIELD CONDITIONS: Disbanded (Rd 1 - theme ignored), Bright Lights (Rd 2)
SPECIAL OBJECTS PLAYED: Blue Lantern (Rd 1&2), Meteorite (Rd 1&2), Mjolnir (Rd 1)
WIN/LOSS RECORD: 1-1

Both rounds I lost map roll and played on the UFO crash site.

First round I played M.o.d.o.c., who was running a feated up World's Finest, Gotham City Detective and 2 E Gotham Undercover.

My Disbanded got theme ignored, and I ignored his Exhaustion BFC.

I managed to make a total of 3 successful attacks during this game, with the only one that hit WF being impervioused away. Bats & GA managed to pick up Mjolnir, but got taken out by WF straight after when I discovered they can shoot out even when based (sigh)

I got wiped, I got no points.

Round 2 I faced Zero Cochrane who was playing a Titans theme team with Nightwing & Starfire duo, Wondergirl, Tempest, LE Wally West, Raven, Green Lantern and Arsenal.

We both played Bright Lights this round.

ZCs dice hated him this round, and he only managed one successful attack the whole day, meanwhile my Atom & Hawkman duo just didn't miss. This ended up with me losing nothing, and ZC losing a bunch of guys.

I really liked all the duos I used in this game, but they were really hurt by all being stuck in the same team, rather than having a team built around them. I look forward to playing more JLA teams in the future.

Cheers,

Than0seid
05/15/2010, 06:15
DATE AND VENUE PLAYED: Tin Soldier 13 May 2010
POINT TOTAL: 400
SCENARIO: Brawl see this (http://www.hcrealms.com/forum/showpost.php?p=4712500&postcount=560)
FORCE:
317 E-2 Chase Superman
6 Nanoarmor
4 Hold the Line
73 Gamorra
400

THEMATIC TEAM: Nope
BATTLEFIELD CONDITIONS: Exhaustion (Rd 1), Disbanded (Rd 2)
SPECIAL OBJECTS PLAYED: None
WIN/LOSS RECORD: 2-0

I had just swapped for E-2 Supes from Zero C the week before and decided I wanted to give him a go, plus I hadn't played Gamorra prior to this so that's how I ended up with this team.

As we were setting up, one of the players, Dion showed that he had brought a team of 9 Icons Cheetahs of different rarities. He was asking for advice on what BFCs would go best with it, and somebody said, as a joke, what about 'Earthquake'. Getting in on the joke I told Dion that I would give him $1 if he would play that team with Earthquake. Zero C and Sgt Grimes joined in as well, and we offered him $4 as long as he played that team, with earthquake, and didn't ignore it.

For some reason he said yes.

And then I felt bad, as I faced him on the first turn.

Round 1 vs Dion
His team
2x V Icons Cheetah w/Alias
3x E Icons Cheetah
4x R Icons Cheetah

He, funnily enough, won map choice and picked the new graveyard map. He played Disbanded, and I played Exhaustion.

This was very one sided, as between Exhaustion and E2 Supes many ways to hurt people the Cheetahs just fell apart.

It also didn't help that D made only three successful blades attacks on Supes, 2 of which I impervioused, and the the third he only rolled 2 damage.

I wiped his team and lost nothing myself.

Round 2 vs Sgt Grimes
I played Disbanded (because why not?) and he played Armor Wars (dammit)
His Team
SR Valkyrie w/ Contingency Plan
2x Pip the Troll
Psycho Pirate
Kid Zoom

He won map choice and picked the space map. The first couple of rounds consisted of him slowly moving up, and me refusing to come within range of his ridiculous reach.

He finally moved up to attack Gamorra with Valkyrie, who put Psycho Pirate (pushed to his second click) next to superman. Both Pips also came up carrying objects and hit supes. As did Kid Z.

Supes free attacked a Pip with a heavy, wiping him from the board, and Gamorra outwitted the stupid defensive power of Psycho Pirate, who Superman then missed completely (sigh)

Gamorra was quickly taken out, and Valkyrie ended up moving next to Superman. (Sgt Grimes later said this move was the worst one he did that game)

By this time Superman had been hit enough that he was on his 20 def click (damn armor wars!) and SG was struggling to hit it.

The turning point for me was a turn when I managed to hit all my attacks. Free attack on Pip, putting him on his second last click. Then I tried Hold the line, hitting Valkyrie first, and getting rid of that damn Contingency Plan.

Then the second attack at -2, with my only target being Psycho Pirate (sigh)

Oh well, let's try for it.

Critical hit! 5 damage! Suck it Psycho Pirate! (I may have said that bit out loud)

Matt decided to move away with his figures to stop me getting any more points, and I started chasing him across the board, but without my Hypersonic (thanks Zoom!)

I pushed to base Pip and Valkyrie, and he pushed Pip to move off, but thought that Valkyrie was on her last click, and didn't want to risk pushing her.

Unfortunately he had forgotten Superman's free attack, which allowed to me take out Valkyrie.

I ended up 2-0 but came second by about 30 pts. Still got a prize I was happy about, so everyone was happy!

(wow, long post!)

zero_cochrane
05/15/2010, 07:01
It was interesting to see your success compared to my less fortunate events, considering that I was also playing E2 Superman.

In my first game against Blinj, he just didn't miss, whereas I had about a 70% success rate with my attacks. What's the point of having a 20 defence if your opponent hits it anyway? :cheeky: The only reason I won is because I went solidly after Namor, and the rest of his team didn't have enough damage-dealing abilities to take down Superman.

In my second game against the Asgardian team, I wasted a lot of time taking Ulik down one click per turn, only to see Valkyrie get a critical hit on her Support roll. That action turned out to be illegal, but we didn't realise until after the game. Even so, it was a good demonstration of our respective luck with dice - I hit just over half the time (and missed any breakaway rolls I tried for... sigh) but I think Dave always hit (Wally West got a single Super Senses roll; no luck with Superman's Impervious), and there's not much coming back from that.

Than0seid
05/15/2010, 19:21
Well, Sgt Grimes should have hit that 20 defence and pinged me off it with Psycho Pirate, but he forgot the -2 perplex until after I'd killed the pirate.

Cheers

zero_cochrane
06/09/2010, 11:36
DATE AND VENUE PLAYED: Tin Soldier 03 June 2010
POINT TOTAL: 600
SCENARIO: "A Quick Game Is A Good Game"; one action per turn
FORCE: Angelica Jones - 50
............Captain America - 72
................ + Vendetta - 6
............Iron Man - 160
............Justice - 94
............Ms. Marvel - 168
................+ Inspiring Command - 15
............Scarlet Witch - 35
............Total: 600 points
THEMATIC TEAM: Avengers (Kurt Busiek's run, specifically); +6 to map choice, three re-rolls
BATTLEFIELD CONDITIONS: Assembled, Resistance
SPECIAL OBJECTS PLAYED: I used a Meteorite in round 2
WIN/LOSS RECORD: Two wins, 1,113 points (I think)


I'd recently completed a Captain America mod, and considering that I've got a human Ms. Marvel mod that I'm also quite happy with, I decided to build an Avengers team around them. With two Leadership characters and the ability to move my entire team in one turn if required (and to avoid a lot of pushing via Inspiring Command), I thought that it would be a strong contender. I really enjoyed Kurt Busiek's run on The Avengers after Heroes Return, and was pleased to fit all but one of them on the team - I just couldn't afford Thor in a 600 point game.

Of course, this meant that I fought against two Thor teams.


Round One
My opponent was Ben, who brought to the table a team-up of Thor's Mighty Chariot, Domino, and The Question (Renee Montoya). I won the map choice and went with the Anti-Monitor fortress; my BFC was Resistance, and he attempted to Disband my Avengers (I burned my Ignore on that).

Captain America's Vendetta was Thor's Mighty Chariot (my only legal choice).

I moved my entire team to an area behind the central blocking region, and Thor followed suit with his Chariot and girlfriends. On my second turn Iron Man ran out to badly strike The Question and Outwit the Chariot, and I followed with a ranged attack by Captain America that hit... nothing. Even with three re-rolls. Sigh. This left The Question on her last click, however.

Thor retaliated by Charging Iron Man with a heavy object, hitting him just hard enough that Tony kept Outwit (i.e., his third-last click). What followed was a rush of attacks from Ms. Marvel and Captain America that quickly burned through the dial of Thor's Mighty Chariot. Domino ran around from behind to help but was Poisoned by Angelica Jones and then dealt with by Justice in a satisfying example boyfriend-girlfriend cooperation.

Thor's Mighty Chariot was able to KO Iron Man and then run off behind some blocking terrain, but simply couldn't get far enough away from Captain America. Steve knocked out the Asgardian, scoring some Vendetta points in the process, and then it was not hard for me to finish off The Question.


Round Two
My opponent was M.O.D.O.C., who had an Avengers team of Dr. Strange, Namor, Scarlet Witch, and HoT Thor. Namor and Dr. Strange were Warbound (via the Defenders keyword) and there was a Protected for Dr. Strange. I won map choice again and decided to stick with the Anti-Monitor's fortress. I played Assembled (M.O.D.O.C. had already used his Ignore, so it remained in play), whereas M.O.D.O.C. chose not to play his remaining BFC (Power Dampening Field).

Captain America's Vendetta was Dr. Strange.

This time I knew that I couldn't lure M.O.D.O.C. into committing his forces to an aggressive pish into my ambush, so I sent Iron Man and Cap after him instead. Iron Man dashed around the corner and made an attack, but was really just getting into position to Outwit. Scarlet Witch provided Captain America with cover for his ranged attack, forcing Dr. Strange to use Protected and damaging Scarlet Witch. I made good use of the Assembled BFC to bolster my attack values against very high defences.

With Thor ready to Running Shot next turn, I had Iron Man Outwit his Impervious and then based him with Angelica Jones. The logic was that Thor would be tied up by my cheapest character, who he could easily KO in one hit... but would push if he did so. M.O.D.O.C. chose not to push.

And so on the beginning of my next turn Iron Man Outwitted Thor's Invulnerability and Angelica Poisoned him. (I haven't been able to pull that off in years.) An attack by Ms. Marvel with a Meteorite made Thor look decidedly unhealthy (his last click) and Scarlet Witch KOd him. I had some good rolls this turn, and I needed them - Thor had been carrying a Tombstone throughout all of these attacks, so Ms. Marvel needed an 8 and Scarlet Witch needed a 7, counting my Assembled bonus.

From this point M.O.D.O.C. was fighting from behind and even though I made a couple of bad plays (wasting a precious action to make a Barrier with Justice that Dr. Strange and Namor just flew over), I had the advantage due to being far ahead in points and having more characters at my disposal. Still, there was almost nothing I could do to stop Dr. Strange, and I just had to wear down Namor so that he'd deal less damage less often. In the end I was able to KO his Scarlet Witch, and I lost a little over 200 points myself (Angelica JOnes and I think Ms. Marvel).

Even though I'd KOd less than 50% of M.O.D.O.C.'s force, my ridiculous victory points in round one were more than enough to make me unchallengeable for first place.


This was a strong team, I think. Every character participated and did something useful - even if it wasn't what I had planned (e.g., Justice never used Telekinesis and made on pointless Barrier, but he did make some strong attacks). Cap doesn't deal a lot of damage but is awesome at forcing your opponent to react to a threat that you just can't hide from. People usually talk about how good Skrull Ms. Marvel is, but don't let anyone say that her human version is not a good figure; she's always performed in the games I've fielded her.

Resistance helped me a little against The Question, but Assembled was great in my second round - and even had a picture of the characters I was using. :classic:

Thor is obviously a piker who had to be slapped around a bit for running out on the team. ;)

Mr_Nobody
06/11/2010, 00:36
[indent]

Round One
My opponent was Ben, who brought to the table a team-up of Thor's Mighty Chariot, Domino, and The Question (Renee Montoya). I won the map choice and went with the Anti-Monitor fortress; my BFC was Resistance, and he attempted to Disband my Avengers (I burned my Ignore on that).


umm...
thats not what Ben played- Ben played Kang the Conqueror, Nimrod and Kid Zoom.
Cap'n Dave played thoriot domino and the question.
Perhaps you played him in the first round?
(since Ben 1st rounded against Jarret, his Kang KOing Jarrets thoriot but being KOed by Jarrets Sgt Rock to end up losing by a narrow margin and leaving the two thoriot teams to square off in round 2)

zero_cochrane
06/11/2010, 06:57
You're right, it was Dave. My mistake - the beards have obviously confused me!

zero_cochrane
08/28/2010, 14:28
DATE AND VENUE PLAYED: Tin Soldier 26 August 2010
POINT TOTAL: 200
SCENARIO: Marvel Team-Up/Brave and the Bold; two figures from the same universe
FORCE: Sentinel of the Skyways - 120
................+ Recharge - 5
................+ Warbound - 5
............Valkyrie (Sinister experienced) - 60
................+ Unstoppable - 5
................+ Warbound - 5
............Total: 200 points
THEMATIC TEAM: Defenders; +2 to map choice, one re-roll
BATTLEFIELD CONDITIONS: Bright Lights, Resistance
OBJECTS PLAYED: Heavy, heavy, light
WIN/LOSS RECORD: Two wins, 100 points

Previously I'd been under the impression that the Silver Surfer and Valkyrie had never been in the Defenders at the same time, but a couple of weeks ago I was corrected (shown a link to an issue of the Defenders with both characters on the cover). That inspired this team-up.

My plan was to use the Sentinel of the Skyways heavily in the early game (with Warbound to act every turn), and once he became damaged have Valkyrie Charge in (ideally with a heavy object) to continue fighting while the Surfer tried to line up decent Energy Explosion attacks and heal up with Recharge.

As it turns out, that wasn't a great plan. Not only is Recharge harder to pull off against two-character teams (less likely to have two opposing characters adjacent to each other), both of my opponents were packing Invulnerability characters! Oh well, I'll give the feat another try sometime.


Round One
My opponent was Than0seid, who was playing The Thing and Benjamin J. Grimm. He won map choice and picked the Deep Space map to minimise my range. He also played Deep Shadows, which I ignored after some ummming and ahhhing. Neither of my BFCs were of any use.

The Twins Grimm moved first and grabbed hold of a Meteorite and a Tombstone, whilst I moved both of my characters into an area completely hemmed in by hindering terrain (the staircase of the space temple, with a couple of objects blocking off the bottom of the stairs. I managed to Hypersonic around to ping Grimm for one click at a time, but my only way to deal decent damage was to Charge with Valkyrie - with a strong change of missing, and then seeing her KOd with a single hit from the Meteorite. I wasn't confident enough to take that gamble.

This created an impasse; the Grimms couldn't easily get past the hindering terrain to make a devastating attack without giving me a chance to snipe at them for 1 and then run off; and I couldn't easily deal enough damage to KO an opposing figure within the turn limit of the game. With neither player prepared to risk overextending, we had a stalemate. Than0seid moved his characters to a distant area that I could not reach in one action, the game ended, and we rolled off for victory - giving me a zero point win.

It's entirely possible that a slightly different play from either of us would see a more decisive game. If Than0seid had tried throwing objects at my characters he might have done some damage and freed a Thing's hands to pick up one of the objects that I'd used to hem him out. Alternatively, I could have tried for the lucky hit from Valkyrie against Benjamin J. Grimm and maybe weakened him enough that a KO was more possible.

For what it's worth, there was only one player (out of six!) who scored any victory points in the first match of the tournament. Cap'n Dave's SR Valkyrie and Asgardian team had done very well against Khaine's Venom and Venom. The third match was also a roll-off.


Round Two
My opponent was Blinj, who was playing Young Superman and Krypto (another team with 2x Invulnerability). He won map choice, chose the Prison map, and played Earthquake. Neither of my BFCs were of any use. Blinj ran this team-up as a Metropolis thematic team, which in hindsight was a rules error (Krypto's keywords are just Animal, and Young Superman has Legion of Super Heroes and Teen - neither of them have Metropolis). Oh well!

We both advanced our teams cautiously. I placed Valkyrie where Young Superman could attempt to Charge her, but he wasn't prepared to commit to an attack where he'd need a 10 to hit (10:a-fist: against a shared 18:d-normal: with Combat Reflexes) and he couldn't get line of fire for a ranged attack. Blinj tried repositioning so that both of his characters could Charge the Sentinel of the Skyways, and I responded by swinging past to hit Krypto for 1 after Invulnerability and again ending in a position where Young Superman could try to Charge Valkyrie, but not the Surfer.

Blinj expressed an unwillingness to attempt attacking Valkyrie until the Earthquake went off and improved his chances. Knowing that this could happen at any time, I kept the pressure on Krypto - slowing working him down, but leaving the Sentinel of the Skyways exposed to Young Superman's 6-square Charge. Naturally Young Superman attacked, succesfully hit, and put the Sentinel of the Skyways on a more precarious click (Running Shot instead of Hypersonic Speed).

I continued to focus on Krypto with the Surfer whilst using Valkyrie to keep Young Superman away (forcing him to attempt and fail a breakaway roll). The Surfer couldn't avoid Young Superman forever, unfortunately, and his second attack left the Sentinel of the Skyways on his second-last click (with 17:d-normal:). I KOd Krypto with Valkyrie's ranged attack, and on my second-last turn pushed the Sentinel of the Skyways in a breakaway attempt. The breakaway failed, but his defence value went up to 18.

Blinj gave Young Superman a close combat action to attack the Sentinel of the Skyways, needing an 8. He rolled a 7. :cheeky: Thank god I pushed!

The Earthquake never did happen. Some of the highest rolls in our game were Earthquake rolls...


Overall, I was obviously lucky to come in second, as I didn't really have the damage output to deal with either of my opponent's teams (three clicks total against Than0seid, and six against Krypto, who was only KOd because he pushed).

I never got any use out of Recharge or Unstoppable. Facing heavy Invulnerability teams was rough on my force - and caused other players to get very low points for the night, too, as nobody really had decent support figures to help deal with damage reducers. Unsurprisingly, the team with the biggest tentpole (SR Valkyrie) came in first. Maybe I should have used Power Girl and Lian Harper. ;)

WakandaMan
08/28/2010, 23:57
DATE AND VENUE PLAYED: Goodgames Ballarat, 26 Aug 2010
POINT TOTAL: 300
SCENARIO: "Who Watches the Watchmen" Whenever a character from your team is KOed you may place a character of equal or less point value in your starting area. You cannot use the same figure twice. No cardboard.
FORCE:
U Sauron 77
Rocket Racoon 65
V CJ Cheetah 63
Super-Ape: Peotor 50
Squirrel Girl (mod on Bug dial) 44
Total: 299 points
Reserves:
Thunder Frog 72
G'nort 70
Gorilla-Man 61
V Ic Cheetah 55
Monsieur Mallah 55
E CJ Cheetah 54
Super-Ape: Mikhal 50
Super-Ape: Peotor 50
V Lockjaw 38
R Ic Cheetah 37
Howard the Duck 35
THEMATIC TEAM: Animal; +5 to map choice, two re-rolls
OBJECTS PLAYED: Heavy, heavy, light
WIN/LOSS RECORD: Three wins, 825 points

Really wanted to show off my Squirrel Girl Mod again. Plus I'd also recently done the Punisher gun swap with Rocket and wanted to show him off as well. Figured a lot of people would use tentpole figures for this one, so I thought I'd try a swarm with lots of BCF and PC. My plan was to leave Peotor back near the start zone to TK reserves into the fray as needed.

Round 1

Played our youngest player (14) who had House of M Magneto, E AW Cap, and R Destiny in his initial lineup. After some maneuvering, I was able to charge in and missed Cap and Mags at first who were sticking together. He hit Cheetah and Squirrel Girl in retaliation. I pushed to attack and managed to damage both of them a little. Then he smacked Sauron making him nearly useless. Cheetah blades Mags and knocked him back and now he had Outwit but was hurting. I sent the injured Cheetah over the deal with Destiny and block her LOF so he finished her with Mags, allowing me to bring in Gorilla-Man. Peotor TKed him up letting him snipe from range. Sauron tried a MC on Magneto but missed. Finally Rocket Racoon managed to take out Magneto from range, while Squirrel Girl finished Cap with a good blades roll. This meant he brought in Ultimates Hulk (Avengers version) and Unus the Untouchable, but he only had a couple of turns to go. I sent Gorilla Man in to tie up Hulk while the rest of my team focused on Destiny for the extra points and Squirrel Girl got her on the last turn.

Round 2:

Played Marcus (briscoe on the Realms) who is the top player at our venue. He tends to bring the cheese so I knew it would be a challenge. His team was HoT Cap, Oots Bats and Devil Dinosaur and Moon Boy. I won map roll and chose the Batcave map- the Grid Reality Version. We have custom rules built into that map where if you knock someone off the walkways they take 2 clicks of knockback damage and are removed from the map. Then you roll a 4,5 or 6 at the start of each turn to see if the make it back to your starting area. If they don't come back by the end of the game they are considered KOed. Flyers are immune to that and can occupy the 'Deep Cavern' spaces.

Some tricky positioning at first. Oots was able to Outwit my TK, so I had to block his LOF to Peotor (not easy at all) so I based him with Squirrel Girl. He moved DD within charge range of Sauron, so it was dino-battle time. Charged, managed to hit with a PC re-roll and then rolled for Blades. Got a 2. Used a them team re-roll on the Blades and got a 1. :( Cheetah moved up to base Cap, who was hiding behind DD.

Devil Dino then duo attacked, attacking Sauron first, knocking him back and making him useless. Then he used that giant adjacency rule to attack Cheetah with the second attack, making her pretty useless. Tried to roll breakaway with Cap but failed. OOTS pushed to jump close to Peotor and attacked him so he lost TK, leaving him with just Forceblast.

I moved Squirrel Girl over to Devil Dinosaur and Rocket Racoon up to Cap. I also moved Peotor up to where he could Forceblast the now pushed OOTS Batman off into the 'Deep Caverns' of the Batcave. :)

He pushed Devil Dino to attack, but Rocket Raccoon PCed his first attack so it missed and the second one hit Squirrel Girl for 3 putting her on BCF. Cap pushed to attack as well and missed. Lucky turn for me.

I then Forceblasted Batman off into the Cavern. Unfortunately he had CR so no knockback damage. Squirrel Girl damaged Devil Dino, and Rocket Raccoon damaged Cap.

briscoe rolled a 4 to get Bats back straight away (makes sense, since it's the Batcave). Bats had a shot at the Raccoon but just missed due to hindering bonus. He couldn't do much else.

Squirrel Girl attacked Devil Dino again. Rocket pushed to finish off Cap and he brought in Iron Fist. Cheetah moved up to base OOTS.

OOTS finish Cheetah but failed due to Super Senses. Iron Fist came after Sauron and KOed him in the next turn. Devil Dino KOed Rocket with a duo attack. I brought in G'nort for the PC and long range and Gorilla-Man.

With the game almost over we both needed points. I put Gorilla Man and G'nort where they could snipe at Devil Dino. But then Iron Fist moved up into the middle of Peotor, G'nort and Gorilla-Man....which was a big mistake on his part. I figure he was hoping to Flurry. But he didn't realise he'd left himself open to another Forceblast from Peotor off into the abyss! I then attacked Devil Dino with Squirrel Girl again and a good blades roll finished him off. But he brought in SR Valkyrie for his last turn.

I'd pushed G'nort, so he used Valkyrie's move and attack ability and a HO to fly up to G'nort and do 6 damage, KOing him in one attack. End of the game, and I won by about 50 pts. Tough match.

Round 3:
My final opponent was using just SNV Thanos. I enjoyed reminding my opponent that Squirrel Girl has beaten Thanos in the comics by herself. :)

He managed to win map choice (bad roll for me) and picked the Crash Site map. He hung back near his starting area and forced me to come to him. Managed to TK Cheetah up for an attack but she missed. He then Smacked her back badly. Sauron had a turn and managed to hit but he got Impervious so no effect. Squirrel Girl moved up as well.

Thanos hit Squirrel Girl (obviously he feared her) onto BCF. Sauron pushed and managed to do a click this time. Peotor moved up to where he could TK some heavies at him. Rocket moved in to base Thanos as well and share his defense with the now damaged Squirrel Girl.

TKing heavies worked pretty well and then Squirrel Girl pushed and got a 5 with blades, putting Thanos on his second last click and Regen. Rocket Raccoon then pushed to finish him off. He brought in Mystics Doom to replace him.

He was now on his last turn and finished off Sauron for the points.

Pretty fun team! A little dissappointing that Squirrel Girl didn't get to finish off Thanos, even though she did the most damage to him. :)

briscoe
08/29/2010, 23:03
it was a tough match

WakandaMan
08/29/2010, 23:21
it was a tough match

Yup. One of the closest games I've had in a while. I had quite a good night overall.

Than0seid
08/29/2010, 23:30
Than0seid moved his characters to a distant area that I could not reach in one action, the game ended, and we rolled off for victory - giving me a zero point win.

While my strategy may have been the smartest one I could do at the time, I still didn't feel good about it. :disappointed:

zero_cochrane
08/30/2010, 07:12
While my strategy may have been the smartest one I could do at the time, I still didn't feel good about it. :disappointed:
Well, there's no reason to feel bad about it.

Sometimes situations arise in a game where neither player is in a good position to engage. It's understandable that a player would not want to make the first move if doing so (probably) puts him in a much weaker position.

Considering that two games went to the roll-off in the first match, and the third was an overwhelming victory by Dave, I think that the scenario might be considered slightly flawed - lending itself to stalemates when evenly-matched teams faced each other. The number of possible attacks per turn was low, which means that damage reducers become much more powerful. A similar scenario with either a handicap on damage reducers or a Malice-style effect would have played out much differently.

WakandaMan
11/26/2010, 02:43
DATE AND VENUE PLAYED: Goodgames Ballarat, 18 Nov 2010
POINT TOTAL: 400
SCENARIO: "Clone Wars" All figures on your team must be the same character (plus you can add the Jackal if you like). As we've got some newish players, I decided to be flexible in the interpretation and allow clones to be together (ie. Wolvie and X-23) and also to allow characters who have used the same codename to be in the same team.

FORCE:
BD Aquaman 105
LE JL Aquaman 70*
V HT Aquaman*,** 41
E Ic Aquaman 56*
R IC Aquaman 39*
LE HT Arthur Curry 51*
*w/Submerged 5 x5 = 25
**w/Cont Plan 12
Total: 399 points
THEMATIC TEAM: Atlantis
OBJECTS PLAYED: Dumpster, Mail box, Broken Hydrant
WIN/LOSS RECORD: Three wins, although two were really close.

I really wanted to try the new Aquaman, since he's my second favourite DC character and it's nice to have a powerful one for once. Because of his trait, I realised he'd be fantastic in a clones team.


Round 1:
Played a guy who was running the two Surturs. Stupidly I used Atlantis Rising as my BC, before I realised that giant's aren't affected by terrain. Darn! My Aquaman swarm managed to handle them pretty easily, I think I only lost one or two cheap ones. I also discovered how amazing Cont Plan is when you've got lots of JLA TA. Get a token pretty much every turn.

Round 2:
Played briscoe who had a really nice Captain America team with 2 HoT Caps, 2 Avengers 'Potato-Head' Caps, and the Black Cap. Nasty soldier theme. I won map choice (barely) and so picked the JSA museum map. The walls really helped, not just in protecting my Aquaman from his ridiculous sniper Caps (submerged was useless) but also to protect my broken hydrant object.

His Black Cap smashed a wall to let his Ultimate Caps through, who charged into my Aquamen. I kept the Cont Plan Cap back and sent in the big gun (BD Aquaman) and Arthur Curry LE to deal with them, and 'ranged Aquaman' (Ic Exp). The fight was brutal, with both sides getting quite hurt. Didn't help that he was sniping with one of his HoT Cap's. I sent Rk Icons Aquaman to tie up to other one though, and he spent most of the game trying to break away from him.

BD Aquaman got near KO, so he broke away and ran behind a wall and some of the other Aquamen, then started using Tentacle Whip to attack his Cap's on the other side of the wall! Lots of fun! I ended up having Arthur Curry and my Cont Plan Aquaman take out one of the HoT Caps, and then on the last turn I took out the other one as well, just managing to squeak in a win by 4 points! Closest match I've played in a long time!

Round 3:
My final opponent was using BD Martian Manhunter and the BatB Martian Manhunter, both feated up like crazy! I picked the new crater map and put my Broken Hydrant in the orange square so it had a big puddle in the bottom of it.

Very cleverly, the first thing he did was HSS in and take out my Cont Plan Aquaman. I really could've used that to hit Cookie Monster's high defenses when he gets to that ridiculous SP. But then I charge the BD MM with BD
Aquaman, and in no time at all he was Koed (with an AST from another Aquaman or 2). Those BD figs are good, but they have ridiculous short dials. After putting Cooke Monster on that defense, I chased him around for the rest of the game while he slowly chipped at my team. He took out BD Aquaman on his last turn, but I earnt 8 pts more in total for another really close match!

briscoe
12/07/2010, 06:59
it was an okay match. cant believe i got tentacle slapped by aquaman. ouch:cry:

Than0seid
03/17/2011, 20:53
DATE AND VENUE PLAYED: Goodgames Burwood, 17 Mar 2011
POINT TOTAL: 300
SCENARIO: GSX Sealed

Can't remember all that I pulled unfortunately as I'm at work, but will try to edit in the rest later.

FORCE:
SR Juggernaut 193
U Emma Frost 81
Total: 274 points
THEMATIC TEAM: X-Men
OBJECTS PLAYED: Heavy, Heavy, Light
WIN/LOSS RECORD: 1-1

1st Game vs Sgt Grimes on the new docks map.

His Team:

SR Phoenix 297

I started on the boat end, and he was at the other. I moved out slowly, but he managed to draw a line of fire to Emma Frost and rolled a critical hit. Followed by me rolling supersenses.

'A-ha!' I thought, at least I can shoot back with Emma's psychic blast.

Critical Miss, plus a push. He then shot her (in the face) and HSS away leaving me with little choice but to try and chase a HSS with my speed 6 juggernaut.

He managed to tag me, taking off the helmet, but putting me on my 10 speed special charge + exploit weakness click so I managed to get one hit on her. We had a lot of running around with him trying to be in place to Psychic Blast me, and me not wanting to stand there for it so time ran out with him winning.

Highlight of the game: The suprise of Juggernaut charging 10 squares to introduce a rock to Phoenix's head.

Second game I played Paddy on Krakoa

His team:
SR The Captain 124
R Sabretooth 93
U Psylocke 74
Total 291

I won this game due to the fact that Paddy rolled earthquake five times during the game, decimating his (and my) supporting figures, so it came down to Juggernaut vs Captain. I got the first hit in and then he couldn't touch Juggs. He ran Captain $#!+ off to the elevated terrain on his last click, and there was no way I could catch him at this stage. So I won this one.

Highlight of the game:
Earthquake doing enough damage to get Sabertooth past Battlefury at the same time that Emma was put onto Mind Control + Outwit. Outwit SS, MC Sabretooth and send him over to chat to Juggernaut and his rock.

Cheers,

WakandaMan
03/27/2011, 22:00
DATE AND VENUE PLAYED: Goodgames Ballarat, 27 Nov 2010
POINT TOTAL: 300
SCENARIO: GSX Sealed!

I got great pulls- Collossus and Wolverine Duo (the only duo I really wanted), SR Storm, a Madrox, a Mindless One, a Domino in each booster, Bonebreaker, Gideon, Vulcan....

Had a lot of trouble making a team though. PC is a must for me when I can get it, so I had to put in a Domino. After that, I really wanted to try out the duo, but that left me with 41 pts, and the Madrox is 44! I considered playing just Vulcan but that seemed boring to me, so I just ended up playing the duo with Domino and being 41 points short. Nasty.

FORCE:
Collossus/Wolverine 190
Domino 69

Total: 259 points

WIN/LOSS RECORD: Two wins, one loss.

Round 1:
I played a guy who was pretty new to the game. His first tournament in fact. He had a nice team though- Beast, Mystique and Caliban. He put Mystique and Caliban in stealth and ran Beat around behind blocking so I couldn't pull of a Fastball Special. I had to just run them up and base Mystique and Caliban, and then Beast went after my Domino. I kept choosing healing with them since Caliban had Exploit. Domino pushed to try and hit Beast, putting her on Running Shot. Then she broke away to run and shoot Beast so I could avoid the CR. I ended up taking out Mystique and Beast and he didn't KO anyone, thanks largely to my PC.

We both forgot about Beast getting Super Senses through his trait though! I hate standard powers that are not on the dial! Always forget them.

Round 2:
Played briscoe on the Krakoa map, which was a learning experience. He had a swarm team with Emma Frost, a Hellfire Club Guard, Beast, Roulette and Tarot. I was hoping the map would whittle him down with Earthquakes, but instead I kept rolling 5s. He rolled 6 on the map a couple of times and hurt me, then eventually Emma got in some Psychic Blasts and managed to KO the duo really fast. His Tarot was on Defend/PC most of the game so he had two PCs to my one. It looked like it was all over, and then Domino rolled a Crit Hit on the Hellfire Guard to take him out in one shot! Awesome! He moved his team in to base her and I managed to take out Roulette as well before she went down, so at least I got some points.

Round 3:
Played a guy who'd come up from Melbourne for his first tournament also. He had a good team too- SR Archangel, Elixir, Roulette and Sabretooth. I didn't like the idea of 'Tooth taking out my healing ability, so I sent the duo up onto a rooftop hoping to make a good Fastball Special (since I still hadn't managed to do one). They blocked the ladder as well. Madripoor map. Domino hid on an object in the middle. His Archangel Psy Blasted them, so I had to heal them back up to the FB special, but then I managed to do it finally! I tried to target Archangel, but he got his Shape Change so I targetted the Elixir next to him instead. Hit him onto Poison/Regen, then based them. Tried to target Archangel with the second attack and he got SC again so I had to finish off Elixir instead. Meanwhile, Sabretooth hunted Domino, so I had to push her to do some damage to him. The duo finally hit Archangel with BCF (rolled a 3) while Sabretooth finished off Domino then came after his arch-nemesis. Sabretooth hit them for 3 to take out my healing, so I had to choose Invul then, but Sabes had EW. I finished off Archangel and Roulette, but Sabretooth put the duo on their last click just in time for the final turn!

One more turn and Sabretooth would have easily finished the duo, since they were pushed and he wasn't. So I was saved by the bell.

Overall I came 4th out of 11 players. The winner had a Juggernaut and Wolverine team, and second place was running Phoenix.