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That's a piece of cake. Especially for a cool event I've wanted to go to. I am definitely interested in going, and will know when it's closer if I can or not. Definitely trying to be able to make it!
2x Infinity Gauntlet with all 4 gems released to date Star Trek 022 Enterprise E, 028 H.M.S. Bounty Lord of the Rings 013 Boromir, 2x 023 Frodo and Sam (chase) GG complete CUR set GG 018, 022, 030, 031 for your GG CUR set SM complete CUR set IH CUR set missing:
003 A.I.M. Agent
004 Hulkbuster Soldier
005 Humanoid
008 John Jameson
017 A.I.M. Renegade
018 A.I.Marine
019 Black Tarantula * have one missing an arm*
021 Daredevil
023 Punisher
025 Rick Jones
026 Hercules
028 Red Hulk
031 Daredevil
I need to pull my CA stuff out and see what I have. I'll get that done tonight. I also have some extra DKR Target figures, AVM Target and ctd figures, GG ctd figures, Star Trek ships, LotR figures, GoW figures, and SF figures.
I am making grab bags for my charity eveny on June 23rd, I am hoping to make 200 bags for this years event. I am looking for old/new figures that start with following powers:
I have CA 32, 39, and 45. If you already have the 47 (Dirk Anger) then we only have a couple to find. I also have a full CUR of IH minus 4 and 5 (Humanoid and Hulkbuster Soldier). I'll see what I can do to round up these last few (I may be able to part with extra generics... got to see what I have of which ones). That should put us at a full CUR of CA, IH and SM, with two full sets of GG.
I've secured the IH 004 (Hulkbuster Soldier) and CA 036 (Aramdillo). Still checking on the Humanoid and the Hydra Agent, but I might have those tonight. That should finish out the IH and CA CUR sets.
Yeah, we'll be trying out the Capture The Flag scenario that Chuck put together. I'll get the rules for it up here once I'm in town again tomorrow night. For build restrictions, go Silver Age with no special objects or resource dials and bring a 200, 300 and 400 point team. Your best bet would actually be a modular team of around 600 points that can be broken down into 200, 300 and 400 point versions. It will make more sense once I post more.
I'm later with this than I'd like, but here are the rules for tomorrow's event:
Capture the Flag!
Build/game requirements:
Capture the Flag will be played in 30 minute rounds with each player playing two rounds against each opponent.
The games are Silver Age, so all figures are legal, but no special objects or resource dials may be used. ATAs are still legal.
No Theme Team bonuses will apply to these games.
At the beginning of a game roll to determine the first player normally. The first player then rolls one D6 to determine the point build for the game. On a result of 1-2 it is a 200 point game. On a 3-4 it is a 300 point game. On a 5-6 it is a 400 point game.
Identical pieces may not be used in consecutive games of Capture the Flag. It is recommended that you bring approximately 600 points of figures (or more) that can be organized into multiple 200, 300 and 400 point teams.
About the flag:
At the beginning of the game a single flag will be placed in each player's starting area.
Characters in the same square as a flag or in an adjacent square can attempt to pick it up as a free action once per round. To pick up a flag roll one D6. On a result of 3-6 the attempt was successful. Place the flag on the character's card.
Flags are not considered objects and are never used in an attack. A character does not need Super Strength to pick up a flag. A character with Super Strength may hold a flag and an object at the same time.
Flags cannot be the target of Telekinesis nor may they be thrown.
About carrying the flag:
A character may only hold one flag at a time.
Characters holding a flag gain Earthbound/Neutralized (which cannot be countered or ignored).
The Movement Value of characters holding flags are is halved, cannot be modified and cannot be replaced by any effect other than Hindering Terrain (thus a character holding a flag while standing in Hindering Terrain with have their Movement halved twice, much like using Charge from hindering Terrain).
A character holding a flag may not be the target of friendly Telekinesis.
If a character holding a flag takes damage or an effect would remove it from the board or place it in another square, it drops the flag in its current square.
If a character holding its own team's flag is in a square within its own starting area it drops the flag in that square.
About winning:
The first team to bring the opposing flag to their own starting area wins.
If you KO all opposing figures without bringing the opposing flag back to your starting area the game ends without a winner, so don't just KO everything!
Last edited by Mr. Pilkington; 06/27/2012 at 12:47.
We'll be doing the Capture the Flag scenario again this Sunday at 1:15pm. I'll have various prizes as the Chaos War OP kit is not available yet. I've also scheduled the last two IG events:
IG Month 7 : 7/22 @ 1:15pm - Format: Chaos War single-booster draft, possibly with a Chaos War CTD figure
IG Month 8: 8/26 @ 1:15pm - Format: 500 points, Modern Age, all figures and elements must come from Hulk, Galactic Guardians and/or Chaos War.
This means that nothing from the IG series (figures, gems, IG resource) can be used. You may only use Special Objects from Hulk, GG and CW. Standard Objects and ATAs are allowed. I'm really hoping for an even number of players on this one as i don't want Bye rounds to interfere. Remember that there is a participation figure and a prize for 1st Place only. I'll have the event point tallies available on Sunday for folks to see if they qualify to play in Month 8 (most who have attended a couple of events already do qualify).
I'm working on the schedule for July and August. Things are a bit irksome as we don't have an OP Kit yet and I'll be out of town for two weekends (7/29 and 8/5).
EDIT: I also tweaked the Capture the Flag rules to deal with removing a flag carrier from the board or placing a flag carrier in another square. Some special power effects would allow for 1 or 2 turn wins without this change.