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Reload this Page Game 2 - JLI vs Young Justice
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Old 10/15/2006, 17:10
    #16
GreatArelius1
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I dont think Maad has line of fire to Guardian from U-13 but has enough movement to get to X-11 to make your move valid.
------------------------------------
Player 2, turn 6
BFC: Isolation
-----------------------
Green Flame will move and carry Blue Beetle. She'll land M-5 and place Blue Beetle N-5.
Batgirl will perplex up Flash's damage to 2.
Flash will break through his teammates and zoom out for a hypersonic attack to hit Red Tornado. 10av+roll (6+2)= 18 and hits for 2 damage to Red Tornado. He'll end his move O-15
Flash will outwit Guardian's charge.
Ice will put up an ice barrier O-5, O-6, N-7, M-7
Elongated man will PC anything that he might see that's successful.
-------------------------
Justice League International (home)

1. E Flash (7/7) O-15@
2. E Elongated Man*,** (5/5) K-8
*w/ Lucky Break 5 pts
** w/ Entangle 8 pts
3. E Ice (5/5) N-6 @
4. R Green Flame (4/5) M-5@
5. R Blue Beetle (5/5) N-5
6. R Batgirl (3/4) J-5
7. R Booster Gold (7/7) I-9

299

vs

Young Justice (visitor)

1. Wonder Girl (LE Captain Marvel (CD)) (8/8) 166 pts w/HO Q-5
2. E Red Tornado (4/6) 53 pts N-18 @
3. U Guardian (6/6) 47 pts M-18 @
4. R Spoiler (4/4) 15 pts Q-15
5.Agent Maad (E DEO Agent) (3/4) 18 pts U-13 @

299

HO: G-9, Wonder Girl, N-14
LO: M-9, H-14, S-14
----------------------
Flash SA [1], DFD [3?]
Batgirl AST [1]
Ron Paul 2012!

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Old 10/15/2006, 17:37
    #17
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Of your next attacks, I think I will have to call them personally. Im online so I can say pretty quickly.
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Old 10/16/2006, 09:00
    #18
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------------------------------------
Turn 7, Player 1:

-----------------------

Free) Maad Perplexes Wonder Girl's movement to 11.

1) Wonder Girl flies to P-16.

Free) Wonder Girl Outwits Flash's Outwit, Guardian re-gains Charge.

2) Guardian pushes to Charge to O-16 against Flash. 9 to a 17. 2 + 3, miss. 1 push damage to Guardian.

3) Spoiler hops up to P-15.

-------------------------
Justice League International (home)

1. E Flash (7/7) O-15@
2. E Elongated Man*,** (5/5) K-8
*w/ Lucky Break 5 pts
** w/ Entangle 8 pts
3. E Ice (5/5) N-6 @
4. R Green Flame (4/5) M-5@
5. R Blue Beetle (5/5) N-5
6. R Batgirl (3/4) J-5
7. R Booster Gold (7/7) I-9

299

vs

Young Justice (visitor)

1. Wonder Girl (LE Captain Marvel (CD)) (8/8) 166 pts w/HO P-16 @
2. E Red Tornado (4/6) 53 pts N-18
3. U Guardian (5/6) 47 pts O-16 @@
4. R Spoiler (4/4) 15 pts P-15 @
5.Agent Maad (E DEO Agent) (3/4) 18 pts U-13

299

HO: G-9, Wonder Girl, N-14
LO: M-9, H-14, S-14
----------------------
Flash SA [1], DFD [3?]
Batgirl AST [1]
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Old 10/16/2006, 11:13
    #19
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Ok, didnt expect that. Post turn shortly.
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Old 10/16/2006, 12:15
    #20
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Player 2, turn 7
-----------------
Batgirl will give Booster Gold a booster in his range to make it 9.
Booster gold will then take a far blast at Red Tornado. 8av+roll (6,2)= 16, Hits and Red Tornado takes 2.
Blue Beetle will move to O-8.
Flash will outwit Spoiler's leap/climb.
Elongated man will PC anything Spoiler might do.
------------------------
Justice League International (home)

1. E Flash (7/7) O-15
2. E Elongated Man*,** (5/5) K-8
*w/ Lucky Break 5 pts
** w/ Entangle 8 pts
3. E Ice (5/5) N-6
4. R Green Flame (4/5) M-5
5. R Blue Beetle (5/5) O-8@
6. R Batgirl (3/4) J-5
7. R Booster Gold (7/7) I-9@

299

vs

Young Justice (visitor)

1. Wonder Girl (LE Captain Marvel (CD)) (8/8) 166 pts w/HO P-16 @
2. E Red Tornado (2/6) 53 pts N-18
3. U Guardian (5/6) 47 pts O-16 @@
4. R Spoiler (4/4) 15 pts P-15 @
5.Agent Maad (E DEO Agent) (3/4) 18 pts U-13

299

HO: G-9, Wonder Girl, N-14
LO: M-9, H-14, S-14
----------------------
Flash SA [1], DFD [3]
Batgirl AST [2]
Booster Gold SA [1]
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Old 10/16/2006, 12:19
    #21
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Error, mistake that doesnt hit but I will use PC from Elongated man. Re roll is 4,2. A miss. Adjusting recap
--------------------
Justice League International (home)

1. E Flash (7/7) O-15
2. E Elongated Man*,** (5/5) K-8
*w/ Lucky Break 5 pts
** w/ Entangle 8 pts
3. E Ice (5/5) N-6
4. R Green Flame (4/5) M-5
5. R Blue Beetle (5/5) O-8@
6. R Batgirl (3/4) J-5
7. R Booster Gold (7/7) I-9@

299

vs

Young Justice (visitor)

1. Wonder Girl (LE Captain Marvel (CD)) (8/8) 166 pts w/HO P-16 @
2. E Red Tornado (4/6) 53 pts N-18
3. U Guardian (5/6) 47 pts O-16 @@
4. R Spoiler (4/4) 15 pts P-15 @
5.Agent Maad (E DEO Agent) (3/4) 18 pts U-13

299

HO: G-9, Wonder Girl, N-14
LO: M-9, H-14, S-14
----------------------
Flash SA [1], DFD [3]
Batgirl AST [1]
Ron Paul 2012!

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Old 10/16/2006, 19:47
    #22
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Remember that my Outwit lasts until the beginning of my turn, so Flash can't Outwit Spoiler's L/C. Do you need to change your turn (just the stuff after the dice roll), or should I go ahead?
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Old 10/16/2006, 20:22
    #23
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Totally forgot, it was just to use outwit. Go ahead
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Old 10/16/2006, 20:37
    #24
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Turn 8, Player 1:

1) Spoiler pushes to L/C to J-8. 1 push damage to Spoiler.

Free) Maad Perplexes Wonder Girl's attack to 11.

Free) Wonder Girl Outwits Flash's Super Senses.

2) Wonder Girl pushes to attack Flash. 11 to a 17. 3 + 1, miss. 1 push damage to Wonder Girl, Flash regains Super Senses, HO destroyed.

3) Red Tornado puts a Smoke Cloud at N-15, O-14, P-15, O-16.

Well, it figures--we spend 8 turns jockeying for position, I finally manage to catch you off guard after all your superb counters, and I bank everything on a 72% chance... And fail it.

--------------------
Justice League International (home)

1. E Flash (7/7) O-15
2. E Elongated Man*,** (5/5) K-8
*w/ Lucky Break 5 pts
** w/ Entangle 8 pts
3. E Ice (5/5) N-6
4. R Green Flame (4/5) M-5
5. R Blue Beetle (5/5) O-8@
6. R Batgirl (3/4) J-5
7. R Booster Gold (7/7) I-9@

299

vs

Young Justice (visitor)

1. Wonder Girl (LE Captain Marvel (CD)) (7/8) 166 pts P-16 @@
2. E Red Tornado (4/6) 53 pts N-18 @
3. U Guardian (5/6) 47 pts O-16
4. R Spoiler (3/4) 15 pts J-8 @@
5.Agent Maad (E DEO Agent) (3/4) 18 pts X-11

299

HO: G-9, N-14
LO: M-9, H-14, S-14

Smoke Cloud: N-15, O-14, P-15, O-16

----------------------
Flash SA [1], DFD [3]
Batgirl AST [1]
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Old 10/16/2006, 21:09
    #25
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Seems to be alot of failing and odd games this season.
Player 2, Turn 8
-----------------------------
Batgirl will toss a batarang towards Spoiler to distact her as Booster Gold goes full power to blast spoiler (Perplex Booster Gold's damage to 3)
Elongated man will hop over to K-9. (JLA TA)
Booster Gold will push and rain down some energy blast against Spoileras he is a flyer. 8av+roll (6,3)= 17 and hits for 3 and KO's Spoiler. Booster Gold takes a click.
Flash will outwit Guardian's toughness and try to pummel him senseless wit hypersonic 2. 10av+roll (6,4)= 20 vs 16, hits for 1, 10av +roll (4,3)= 17 vs 17, hits for 1 more, 10av+roll (3,9)= 19 vs 18, hits for 1 more and last time. 10av+roll (6,6)= Crit hit!!!!!! Dang. 3 base damage then 1 for crit hit, so 4 damage to Guardian & knocked back 4 to O-20.
Elongated man will PC any attack he might see.
---------------------------------
Justice League International (home)

1. E Flash (7/7) O-15@
2. E Elongated Man*,** (5/5) K-9@
*w/ Lucky Break 5 pts
** w/ Entangle 8 pts
3. E Ice (5/5) N-6
4. R Green Flame (4/5) M-5
5. R Blue Beetle (5/5) O-8
6. R Batgirl (3/4) J-5
7. R Booster Gold (6/7) I-9@@

299

vs

Young Justice (visitor)

1. Wonder Girl (LE Captain Marvel (CD)) (7/8) 166 pts P-16 @@
2. E Red Tornado (4/6) 53 pts N-18 @
3. U Guardian (1/6) 47 pts O-20
4. R Spoiler (3/4) 15 pts J-8 @@
5.Agent Maad (E DEO Agent) (3/4) 18 pts X-11

299

HO: G-9, N-14
LO: M-9, H-14, S-14

Smoke Cloud: N-15, O-14, P-15, O-16

----------------------
Flash SA [2], DFD [3]
Batgirl AST [2]
Booster Gold SA [1], KO [1]
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Old 10/16/2006, 21:40
    #26
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Isn't that 4 damage plus the critical (=5)?

EDIT: I see, you already took one off for Toughness. Still, that was nasty.
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Old 10/16/2006, 21:45
    #27
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Rule of 3. I could have kept rolling but no extra damage unless crit hits, so 3 then +1 for crit hit.
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Old 10/16/2006, 21:47
    #28
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Quote : Originally Posted by rouge2
Isn't that 4 damage plus the critical (=5)?

EDIT: I see, you already took one off for Toughness. Still, that was nasty.
yep, i believe it is.

and damn, that was crazy!
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Old 10/16/2006, 21:48
    #29
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I thought your Damge value becomes one, then you can add three to it (rule of 3) plus one more for the critical. That maxes your damage out at 5.
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Old 10/16/2006, 21:54
    #30
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your dmg value becomes 1 for the first hit the max dmg you can do with option 2 is 3 so 4 is correct

very nice roll esspecally with that def against you
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