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tsunami_777
06/19/2003, 09:01
alright, I'm ready for round 2. I have changed my team for this round. I will go ahead and make my initial roll now, and I will post my team as soon as I get a chance.

For Game 1:
Rolled 2,2=4

Good Luck.

Keleko
06/19/2003, 09:14
I rolled a 7. I'll choose the warehouse map (Marvel Premier Map 4 on the resources site).

Here's my team:
E-Firelord
E-Abomination
E-Wasp
U-Shadowcat
R-Mystique
R-Destiny
E-Paramedic
300pts exactly

tsunami_777
06/19/2003, 09:38
Here's My Team:
V-Mandarin
V-Storm
U-Wasp
R-Vulture
R-Invisible Girl
E-Paramedic

299pts

Using the orientation on the resources web site, I choose the left side.

Keleko
06/19/2003, 09:52
Here's my placement:

Paramedic: W18
Destiny: W17
Mystique: W13
Wasp: W12
Abomination: X12
Shadowcat: W11
Firelord: X11

Object 1: R12
Object 2: O12
Object 3: M15

Once you place your figures and objects, we'll determine whether they're light or heavy. The way I do that is roll a bunch of single dice. Odds are light, evens are heavy. Ignore repeated numbers on the rolls and assign the light/heavy in order of the dice rolled to the objects until you get all 6. If you don't understand it, don't worry. I'll roll the dice and assign the weights, and you should see how it works after I do that.

tsunami_777
06/19/2003, 10:25
Are the trucks considered elevated or are the just hindering terain? (this will affect my placement).

Keleko
06/19/2003, 10:57
This is an indoor map, so there's no elevated terrain. The trucks are all hindering. The crates inside the warehouse are blocking terrain, though.

tsunami_777
06/19/2003, 11:45
Here's My placement:

Mandarin: A16
Storm: A15
Wasp: B16
Vulture: B15
Invisible Girl: A14
Paramedic: A17

Object 1: F16
Object 2: F15
Object 3: F14

Keleko
06/19/2003, 15:27
Object types:

R12 - Heavy
O12 - Light
M15 - Light
F16 - Heavy
F15 - Light
F14 - Heavy

Keleko
06/19/2003, 16:03
First move is a bold jump in and attack.

Mystique perplexes up Abomination's attack to 11.
Wasp free moves to O12, drops Firelord at N12.
Shadowcat moves to O13, drops Abomination at N13.
Firelord moves to C16, drops Abomination at B17.
Abomination attacks Mandarin, needs 6 and gets it, dealing 4 clicks.
Mystique free moves to Q15.
Destiny free moves to S12.

Final positions:
Paramedic: W18
Destiny@: S12
Mystique@: Q15
Wasp@: O12
Abomination@: B17
Shadowcat@: O13
Firelord@: C16

tsunami_777
06/20/2003, 00:17
Begin turn 1:

Wasp rolls for leadership, rolls 2, miss.
Mandarin rolls for breakaway, rolls 4, success!!
Mandarin@ moves to B13, drops paramdic A13.
Paramedic@ attempts to heal Manadarin, 8AV vs 14DF, need a 6. Rolled 6,3 = 9, success!!! Healing roll 2. Mandarin heals 2 clicks.
Mandarin now has outwit back, uses it to turn off RCE on FL.
Wasp Rolls for Free move breakaway, rolled 5, success!!
Wasp@ free-moves to C13, drops Vulture B14.
Storm@ tries to blast FL. 10AV vs 18DF + 1 hindering = 19. I need a 9. Rolled 2,6 = 8, miss.

Everyone will now huddle around Invisible girl and hope the 18 Defense with the Defend ability holds up. Except for wasp that is she already has 19 Defense. :)

Final Positions:

Storm@ A15
Invisible Girl A14
Vulture B14
Paramedic@ A13
Mandarin(2 clicks)@ B13
Wasp@ C13

End Turn 1:

Keleko
06/20/2003, 14:53
Turn 2

Mystique perplexes up Destiny's move to 7.
Destiny pushes and free moves to L17.
Flord pushes and moves to C14, drops Abomination at B15.
Abomination pushes and attacks Invisible Girl, needing an 8 and getting a 9 for 4 clicks.
Wasp pushes and free moves to G17, drops Shadowcat at F18.
Shadowcat pushes and attacks Vulture with EE, needing an 8. First roll is a 7, reroll is a 9 for hitting a defense of 17. Vulture, Paramedic and Invisible Girl all take a click. Invisible Girl is KOed.
Mystique passes.

Final positions:
Paramedic: W18
Destiny@@: L17 (1 click)
Mystique: Q15
Wasp@@: G17 (1 click)
Abomination@@: B15 (1 click)
Shadowcat@@: F18 (1 click)
Firelord@@: C14 (1 click)

tsunami_777
06/21/2003, 09:56
If you hit a 17 defense with your EE that means that your own FireLord and my Mandarin also take 1 click. Abomination is saved by the Invulnerablity. So at the end of your turn Firelord should have 2 clicks.

Keleko
06/21/2003, 10:10
No, Madarin and Firelord had the benefit of the hindering terrain between Shadowcat and the targets for 18 defenses each, so they were missed. Storm was missed, too. Mandarin doesn't have RCE for his attack vs Firelord, though the critical hit you got still does 3 clicks.

tsunami_777
06/21/2003, 10:38
Begin turn 2:

Wasp rolls for leadership, rolled 4, got it.
Madarin@@ pushes to attack Firelord 8AV vs 17DF. I need a 9. Rolled 6,6 = 12. Firelord takes 3.
Wasp@@ pushes to attack Firelord. 8AV vs 11DF I need non crit. Rolled 1,5=6. Firelord takes 2.
Vulture Rolls breakaway, rolled 4, got it.
Vutlrue@ moves to D14, drops Storm D15.
Storm@@ pushes to attack Firelord 10AV vs 9DF + 2 eneregy shield = 11 I need non crit. Rolled 3,3 = 6 hit. Firelord takes 4 and is KOd.

Final Positions:

Invisible Girl (KOd)
Storm@@ D15(1 click)
Vulture@ D14(1 click)
Paramedic A13(1 click)
Mandarin@@ B13(4 clicks)
Wasp@@ C13(1 click)

End Turn 2:

tsunami_777
06/21/2003, 14:13
Correction to my previous post. Mandarin should actually have (3 clicks) not 4. I forgot to take out the 1 click I thought he got from your EE.

Keleko
06/21/2003, 19:01
Just for the fun of it, I'm going to ask that Storm reroll her attack on Firelord. She's the only one I can see with Destiny on those attacks.

tsunami_777
06/21/2003, 19:35
Storm rerolls attack on Firelord. Rolls 6,4 = 10. Firelord is still KOd.

Phil Dixon
06/22/2003, 05:51
Wow! No messing around with you two, is there?

Keleko
06/22/2003, 08:57
I don't mess around when it comes to makeing a mess. :) I'd have posted sooner, but I tripped over a Harry Potter book.

Mystique moves to M15 (on top of the light object).
Paramedic moves to T14.

Everyone else clears.

Final positions:
Paramedic@: T14
Destiny: L17 (1 click)
Mystique@: M15
Wasp: G17 (1 click)
Abomination: B15 (1 click)
Shadowca: F18 (1 click)
Firelord: KO

tsunami_777
06/22/2003, 09:29
Begin turn 3:

Wasp rolls for leader ship (because she can), rolled 4, got it.
Paramedic@ attemps to heal Mandarin, 7AV vs 14DF, I need a 7. Rolled 3,3 = 6, failed.
Everyone else clears.

Final Positions:
Storm(1 click) D15
Vulture(1 click) D14
Paramedic@(1 click) A13
Mandarin(3 clicks) B13
Wasp(1 click) C13
Invisible Girl (KOd)

End turn 3:

tsunami_777
06/22/2003, 09:31
As far as the no messing around coment earlier, I had no choice he came at me so hard and fast early it was either strike back hard right away, or the game was over for me. Now I still at least have a chance to pull it out.

Keleko
06/23/2003, 10:00
I've never jumped in and attacked on the first turn like this, before. I figured I'd try it and see what happens.

Keleko
06/23/2003, 10:58
I finished the Harry Potter book (another great book of the series). Now back to making a mess here.

Turn 4

Wasp moves to C15, drops Shadowcat at B14.
Shadowcat phases to D11, drops Abomination at C12.
Destiny moves to M14.
Mystique perplexes Abomination's damage to 5.
Abomination attacks Mandarin needing a 5 (9 vs 14) and getting it for the KO.
Mystique and Paramedic clear.

Final positions:
Paramedic: T14
Destiny@: M14 (1 click)
Mystique: M15
Wasp@: C15 (1 click)
Abomination@: C12 (1 click)
Shadowcat@: D11 (1 click)
Firelord: KO

tsunami_777
06/23/2003, 18:22
Begin turn 4:

Wasp rolls for leadership, rolls 2, failed.
Storm@ Attacks Wasp with RCE, 10AV vs 17DF + 1 hindering = 18. Rolled 3,5 = 8 for a hit.
Destiny forces reroll 3,4 = 7 miss.
Vulture attempts breakaway, rolled 4, success.
Vulture@ moves to E16, drops Wasp E15.
Wasp@ attempts double incapacitate of Shadowcat and Abomination. 7AV vs 16df on both, need a 9. Rolled 1,2 = 3 miss.

Final Positions:

Vulture@(1 click) E16
Storm@(1 click) D15
Wasp@(1 click) E15
Paramedic(1 click) A13
Invisible Girl(KOd)
Mandarin(KOd)

End Turn 4:

Keleko
06/23/2003, 18:40
Storm has taken 1 click, so her AV is 8. She needed a 10 to hit Wasp, and the first roll was a miss anyway.

Keleko
06/23/2003, 19:11
Turn 5

Mystique perplexes Abomination's damage to 5.
Shadowcat pushes and moves to C16, drops Abomination at D16.
Abomination pushes and attacks Storm, needing a 5 (9 vs 14) and gets it for the KO.
Paramedic moves to N14.
Mystique free moves to K17.
Wasp and Destiny clear.

Final positions:
Paramedic@: N14
Destiny: M14 (1 click)
Mystique@: K17
Wasp: C15 (1 click)
Abomination@@: D16 (2 clicks)
Shadowcat@@: C16 (2 clicks)
Firelord: KO

tsunami_777
06/23/2003, 21:00
Begin turn 5:

Vulture trys to breakaway. Rolls 4, got it.
Vulture@@ pushes to move to B13. Drops Wasp A14.
Wasp@@ pushes to hit Shadowcat 7AV vs 15DF + 1 hindering = 16. Need 9. Rolled 6,1 = 7, miss.
Paramdic@ attempts to heal Wasp. 7AV vs 17DF need 10. Rolled 6,6 = 12, success. Healing roll 1 + 1 for crit wasp heals 2 clicks, back at massive 19 Defense.

Final Positions:

Wasp@@ A14
Paramedic@(1 click) A13
Vulture@@(2 clicks) B13
Storm(KOd)
Mandarin(KOd)
Invisible Girl(KOd)

End turn 5:

Keleko
06/23/2003, 21:42
Turn 6

Mystique perplexes up Wasp's damage to 3.
Wasp attacks Vulture, 6 vs 13, and rolls a 4. Reroll is a 3, and the attack is a miss.
Shadowcat, Abomination and Paramedic clear.

Final positions:
Paramedic: N14
Destiny: M14 (1 click)
Mystique: K17
Wasp@: C15 (1 click)
Abomination: D16 (2 clicks)
Shadowcat: C16 (2 clicks)
Firelord: KO

tsunami_777
06/23/2003, 22:13
Begin Turn 6:

Paramedic@@ pushes to heal Vulture. 7AV vs 13DF need 6. Rolled 5,4 = 9, success. Healing roll 1, vulture heals 1.
Wasp and Vulture clear.

Final Positions:

Wasp A14
Paramedic@@(2 clicks) A13
Vulture(1 click) B13
Storm(KOd)
Mandarin(KOd)
Invisible Girl(KOd)

End Turn 6:

Phantom
06/23/2003, 23:46
Originally posted by tsunami_777
Turn 5 stuff Quick comment from the peanut gallery:

NICE!

Keleko
06/24/2003, 08:35
I'm confused... What's "NICE!" supposed to mean?

Keleko
06/24/2003, 09:13
Turn 7

Mystique free moves to G15.
Destiny free moves to H13.
Wasp pushes and moves to A11, drops Abomination at A12.
Abomination attacks Vulture, needs a 5 (9 vs 14), rolls an 8 and deals 3 clicks.
Mystique perplexes up Shadowcat's attack to 7.
Shadowcat attacks Vulture using EE, needs a 5 (7 vs 11+1 hindering), rolls a 9, KOs Vulture and deals a click to the Paramedic.
Paramedic moves to H15.

Final positions:
Paramedic@: H15
Destiny@: H13 (1 click)
Mystique@: G15
Wasp@@: A11 (3 clicks)
Abomination@: A12 (2 clicks)
Shadowcat@: C16 (2 clicks)
Firelord: KO

Hitting Wasp's 19 defense is really gonna be a pain... :)

Phantom
06/24/2003, 10:09
Originally posted by Keleko
I'm confused... What's "NICE!" supposed to mean?
Basically it was me cheering for that critical hit to heal the Wasp.

Keleko
06/24/2003, 10:22
Oh, so you're rooting *against* me? Guess I deserve it after smashing your Avengers team. :)

tsunami_777
06/24/2003, 11:17
Begin turn 7:

Wasp@ attacks shadowcat 8AV vs 15DF + 1 hindering =16, need 8. Rolled 6,2 = 8 hit.
Destiny forces reroll 4,4 = 8 hit for 2 with knock back. Shadowcat takes 2 and is knocked back to E18.
Paramedic pass.

Final Positions:

Wasp@ A14
Paramedic(3 clicks) A13
Vulture(KOd)
Storm(KOd)
Mandarin(KOd)
Invisible Girl(KOd)

End Turn 7:

Keleko
06/24/2003, 14:23
Turn 8

A time to rest.

Final positions:
Paramedic: H15
Destiny: H13 (1 click)
Mystique: G15
Wasp: A11 (3 clicks)
Abomination: A12 (2 clicks)
Shadowcat: E18 (4 clicks)
Firelord: KO

tsunami_777
06/24/2003, 15:20
Begin Turn 8:

The only thing I have going for me now is that the was has 19 defesne. No way I am pushing her.

Wasp pass.
Paramedic@ rolls for breakaway, rolled 2, miss.

Final Positions:

Wasp A14
Paramedic@(3 clicks) A13
Vulture(KOd)
Storm(KOd)
Mandarin(KOd)
Invisible Girl(KOd)

End Turn 8:

Keleko
06/24/2003, 15:37
Turn 9

That 19 defense is probably gonna save her.

Wasp moves to A16, drops Abomination at B15.
Shadowcat moves to G14.
Mystique perplexes Wasp's defense to 18.
Abomination attacks Wasp, 9 vs 18, needs a 9 and gets a 6. Reroll is another 6.
Mystique attacks Wasp, 8 vs 19 (+1 from hindering), needs an 11 and gets another 6.

Final positions:
Paramedic: H15
Destiny: H13 (1 click)
Mystique@: G15
Wasp@: A16 (3 clicks)
Abomination@: B15 (2 clicks)
Shadowcat@: G14 (4 clicks)
Firelord: KO

tsunami_777
06/24/2003, 16:09
Begin Turn 9:

Paramedic pass
Wasp@ attempts to incapacitate Abomination 8AV vs 16DF + 1 hindering = 17.
Need 9, rolled 4,5 = 9 hit.
Destiny reroll 1,4 = 5 miss.

Final Positions:

Wasp@ A14
Paramedic(3 clicks) A13
Vulture(KOd)
Storm(KOd)
Mandarin(KOd)
Invisible Girl(KOd)

End Turn 9:

Can the Wasp hold out for 1 more turn?

Keleko
06/24/2003, 16:28
Turn 10 - Final turn

Mystique again perplexes down Wasp's defense to 18.
Abomination's two attempts are a 3 and a 6, not good enough to hit Wasp's 19.
Mystique sighs and pops the Paramedic with a 7 (needed a 4) for the KO.
Wasp pushes and moves to G18, drops Abomination at H17.
Everyone else clears.

Final positions:
Paramedic: H15
Destiny: H13 (1 click)
Mystique@@: G15 (1 click)
Wasp@@: G18 (4 clicks)
Abomination@@: H17 (3 clicks)
Shadowcat: G14 (4 clicks)
Firelord: KO

That's the end of the game, since U-Wasp has no target and this is the last turn.

I am going on vacation starting Sat. (6/28) and will be returning on 7/6. It's unlikely we'll be able to finish game 2 by that time. I'd like to wait to start it until after I get back.

Keleko
06/24/2003, 16:31
Originally posted by tsunami_777
Wasp@ attempts to incapacitate Abomination 8AV vs 16DF + 1 hindering = 17.
Need 9, rolled 4,5 = 9 hit.
Destiny reroll 1,4 = 5 miss.


You only needed an 8 since the hindering terrain doesn't apply here. You can make a close combat attack and negate the hindering terrain.

tsunami_777
06/24/2003, 17:56
You are correct. I have no moves left. I scored:
44 for wasp + 81 for Firelord KO = 125.

I have your score as:
300 - 81(Fire Lord) = 219 + 141(Mandarin) + 52(Storm) + 37(Invisible Girl) + 15(Vulture) + 10(Paramedic) = 474.

Phantom
06/24/2003, 17:58
I always have to root against Firelord. Mainly because I want it to be proven that he’s not broken.

Of course this game had to ruin it. Clearly using Firelord as a taxi is BROKEN!

tsunami_777
06/24/2003, 18:03
I must admit that your first turn strike caught me totally off guard. I was on the defensive pretty much the whole game. You also got some pretty freindly rolls when KOing my invisible Girl early. She was a big part of my strategy so that hurt me. I got some lucky rolls Also though when KOing Fire Lord. After the first game is complete, I am still not convinced that Fire Lord is broken, but Abomination might be:classic: . Can't wait for round 2. PM me when you are ready to begin. I will try to Bump the thread to keep it alive till you get back.

Keleko
06/24/2003, 21:59
I'm actually hoping to prove he's not broken, too. This Firelord series is actually the first time I've ever played with Firelord. This game Firelord ended up being nothing more than a really fast taxi and a target. Really, I expected nothing out of Firelord this game (or any other), so I'm running my team as if any attack by Firelord is just a bonus.

I took a huge risk jumping onto your team like I did. If I had missed then you were set up to do a nice Mind Control of Abomination to hit Firelord. I saw him sitting outside of Invisible Girl's defend and decided to go for it, though. If I made it then I knew I'd create some momentum my way, and I wanted to act rather than react. I tend to play aggressive, though not usually this aggressive.

Getting Invisible Girl was indeed lucky, though I did get Destiny in close enough to help make sure I made it. I had to eliminate IG so I could have a chance of hitting the rest of your team later. It was also the first time I think I've ever used U-Shadowcat's energy explosion.

I expect I won't be able to get away with jumping onto your team that fast again, either. :)

Thor665
06/25/2003, 00:09
Greetings,

I just had to say, that was pretty impressively brutal. Also, Keleko, very cool idea for a team. i tanked on my second round and just recycled the same ol' same ol', but it was very cool to see a rather different Firelord team (or is that Abomination team?) in action.

Regards,
Thor.

Keleko
06/25/2003, 09:17
Given that Abomination is 5 points more than Firelord, it could be considered an Abomination team with the game's most dangerous taxi as backup. :)

I decided to include Abomination for two reasons. First, E-Abomination made mincemeat of my V-Mandarin in my first Xplosion booster draft game. I didn't know there'd be a V-Mandarin on this team when I included Abomination, though. Second, Firelord is good at range. I needed to balance that with a good close combat figure, and Abomination is a good beater.

tsunami_777
06/26/2003, 22:17
Bump!

tsunami_777
06/29/2003, 16:03
Bump!

tsunami_777
07/01/2003, 08:15
Bump!

tsunami_777
07/03/2003, 18:52
Bump!

tsunami_777
07/05/2003, 17:17
Bump!

tsunami_777
07/07/2003, 07:19
Bump!

Keleko
07/07/2003, 15:48
I'm back, but tomorrow I leave again for a 2.5 day business trip. I should be ready to start game 2 on Friday. I don't usually travel much, but suddenly I have two weeks in a row where I'm gone.

tsunami_777
07/09/2003, 09:13
Bump!

tsunami_777
07/11/2003, 08:20
Bump!

Keleko
07/11/2003, 13:20
I'm back! Let's play!

tsunami_777
07/14/2003, 19:54
My initial roll for game 2 is 6,1 = 7.

Keleko
07/14/2003, 23:18
How's about we go outdoors this time. Shall we use the DC Starter outdoor map (truck stop I think)?

tsunami_777
07/15/2003, 07:26
I will take the left side per the "Call to Arms" web site orientation.