DATE PLAYED: May 3, 2009
POINT TOTAL: 600 points
SCENARIO: Must be either all Teen Titans or X-Men.
My take: 80s X-Men
M+M Colossus 158
M+M Storm 100
Sinister Wolverine 94
+ Cannonball 4
AW V Psylocke 75
+ Takedown 6
Longshot 66
+ Lunge 5
Dazzler 48
V Havok 44
=600 points.
My plan: Use the Kinetic Accelerator to get Wolvie in the fight at the best moment, Longshot to force re-rolls, and support from range with Psylocke, Colossus and Storm.
Only one opponent: Paul, who fielded the New Mutants:
V Sunspot + Armor Piercing
V Cannonball + Damage Shield + Armor Piercing
V Moonstar
U Warlock
E Magik
V Magma
V Karma
V Wolfsbane
Sadly, his team didn’t qualify for a theme bonus, and he really needed it despite winning the map roll (I forgot to apply my theme bonus to my roll, thinking he had a themed team at first. Double-checking revealed our error). He picked the Prison map to blunt my range advantage. I fielded Bizarro World (appropriate given the X-Men fighting the junior team in a jailhouse) and Paul plunked down Low Gravity.
I moved second turn, getting an immediate long-range shot on Magik with Storm before bunkering in hindering with Psylocke and Colossus. I knew she was in Cannonball’s Charge range but trusted her 19 defense and Takedown combo to protect her. A Kinetic-Accelerated Charge on Moonstar (who’d missed a crucial Psychic Blast at Colossus) with Wolverine failed to boost his speed enough to reach her, leaving him out and vulnerable. Fortunately, her push attempt on him failed as well. 
Cannonball’s crithit on Storm was foiled by a theme-PC by Psylocke; though it left her pushed, Storm was saved from damage. That left ol’ Sam tied up by Storm, Psylocke (who Tookdown him in a later attack, knocking him past Impervious) and Colossus (who eventually KO’d him with the Satellite Dish 3D object). Warlock carried Karma in for a Mind Control attempt on Longshot but the lucky guy forced a failing re-roll, and Dazzler took advantage of the Low Gravity BFC to bounce Karma off the walls again and again to KO both her and Moonstar. 
When time was called, I’d scored Cannonball, Moonstar, Karma, and Warlock, losing none for the win. We played on and Wolverine was the only X-Man to fall, with Magma being the last New Mutant standing.
This was a fun team, but I really missed Perplex. In a future trial, I may swap out the feats I used in favor of Contingency Plan on one of the Leadership pieces to give the team that extra little oomph. 

 

In this week’s scenario, the build limit was 600 points with all characters having to be either all Teen Titans or all X-Men.

My take: 80s X-Men

M+M Colossus 158
M+M Storm 100
Sinister Wolverine 94 + Cannonball 4
AW V Psylocke 75 + Takedown 6
Longshot 66 + Lunge 5
Dazzler 48
V Havok 44

=600 points.

My plan: Use the Kinetic Accelerator to get Wolvie in the fight at the best moment, Longshot to force re-rolls, and support from range with Psylocke, Colossus and Storm.

Only one opponent: Paul, who fielded the New Mutants:

V Sunspot + Armor Piercing
V Cannonball + Damage Shield + Armor Piercing
V Moonstar
U Warlock
E Magik
V Magma
V Karma
V Wolfsbane

Sadly, his team didn’t qualify for a theme bonus, and he really needed it despite winning the map roll (I forgot to apply my theme bonus to my roll, thinking he had a themed team at first. Double-checking revealed our error). He picked the Prison map to blunt my range advantage. I fielded Bizarro World (appropriate given the X-Men fighting their own junior team in a jailhouse) and Paul plunked down Low Gravity.

I moved second turn, getting an immediate long-range shot on Magik with Storm before bunkering in hindering with Psylocke and Colossus. I knew Psylocke was within Cannonball’s Charge range but trusted her 19 defense and Takedown combo to protect her. A Kinetic-Accelerated Charge on Moonstar (who’d missed a crucial Psychic Blast at Colossus) with Wolverine failed to boost his speed enough to reach her, leaving him out and vulnerable. Fortunately, her push attempt on him failed as well. 

Cannonball’s crithit on Storm was foiled by a theme-PC by Psylocke; though it left Psylocke pushed, Storm was saved from big damage. That left ol’ Sam tied up by Storm, Psylocke (who Tookdown him in a later attack, knocking him past Impervious) and Colossus (who eventually KO’d him with the Satellite Dish 3D object). Warlock carried Karma in for a Mind Control attempt on Longshot but the lucky guy forced a failing re-roll, and Dazzler took advantage of the Low Gravity BFC to bounce Karma off the walls again and again to KO both her and Moonstar. 

When time was called, I’d scored Cannonball, Moonstar, Karma, and Warlock, losing none for the win. We played on and Wolverine was the only X-Man to fall, with Magma being the last New Mutant standing.

This was a fun and surprisingly potent team, but I really missed Perplex. In a future trial, I may swap out the feats I used in favor of Contingency Plan on one of the Leadership pieces to give the team that extra little oomph. And to be fair, it was the New Mutants I faced. Not exactly heavy hitters!

 

Next time, I’ll tell the story of how Superman fled in mortal terror of Black Manta.

Weirdest Rolling Game Ever.
Friday night, I played a three-way 200-pointer with Paul and Scott.
My take: X-Men Origins Reunion
U Wolverine (Sinister) 94
+ Automatic Regeneration 12
Gambit (Mutations & Monsters) 90
+ Lunge 5
Paul’s team: World’s Finest and “friend”
U Superman (Origin)
U Batman (Origin)
U Red Ghost
Scott’s team: Age of Apocalypse refugees…and foes
Cyclops (Mutations & Monsters Exp.)
Jean Grey (Mutations & Monsters)
The Hood
Henry Gyrich (Fantastic Forces)
The weird thing about this match was that well over 90% of all missed attacks — and there were a lot of misses — either showed a 1 on a die or missed by one. Additionally, of the 6 or so Regeneration or Claws rolls I made in the game, all but two were rolls of 1. 
Highlights:
I picked the Danger Room backyard and narrowly missed seeing Wolverine immediately pasted by Cyclops’ Psychic Blast due to my unwise placement of the berserker. I soon based Batman on a roof and pushed to hit him. This left him open to Jean’s Mind Control, but she made one of the many misses of the game. 
Red Ghost, using Bat-Stealth (and his own) hid on my object to avoid Gambit. I used Gumbo’s double target to blast it out from under him if I missed my primary target, Batman.
Scott’s beat-up Cyclops ran to Paul’s healing Vine at Paul’s suggestion (since Scott is more of a collector returning to the game after a long absence). Perhaps I should have warned Scott that Paul is as crafty as he is nice, as that move sent Cyke far away from his teammates and easy pickings for the hotly-pursing Superman (who, incidentally, would thus avoid Jean’s Outwit and range attack powers). 
Batman continually avoided KO by Gambit and Wolvie due to those constant “missed by one” rolls and timely Leap/Climbs away.
Scott was the first out, having taken the brunt of Superman’s might, leaving my hurt Wolverine and Gambit to take him (still on or near his top-dial), Batman and Red Ghost. Those aforementioned bad Regen rolls didn’t help, but I eventually got a solid result to give Wolvie a 2nd wind. Gambit getting hit to Cajun Charm (his short-range SP Perplex) was also key.

 

Friday night, I played a three-way 200-pointer with Paul and Scott.

My take: X-Men Origins Reunion

U Wolverine (Sinister) 94 + Automatic Regeneration 12
Gambit (Mutations & Monsters) 90 + Lunge 5

Paul’s team: World’s Finest and “friend”

U Superman (Origin)
U Batman (Origin)
U Red Ghost

Scott’s team: Age of Apocalypse refugees…and foes

Cyclops (Mutations & Monsters Exp.)
Jean Grey (Mutations & Monsters)
The Hood
Henry Gyrich (Fantastic Forces)

The weird thing about this match was that well over 90% of all missed attacks — and there were a lot of misses — either showed a 1 on a die or missed by one. Additionally, of the 6 or so Regeneration or Claws rolls I made in the game, all but two were rolls of 1. 

Bizarre.

Highlights:

  • I picked the Danger Room backyard and narrowly missed seeing Wolverine immediately pasted by Cyclops’ Psychic Blast due to my unwise placement of the berserker. I soon based Batman on a roof and pushed to hit him. This left him open to Jean’s Mind Control, but she made one of the many misses of the game. 
  • Red Ghost, using Bat-Stealth (and his own) hid on my object to avoid Gambit. I used Gumbo’s double target to blast it out from under him if I missed my primary target, Batman.
  • Scott’s beat-up Cyclops ran to Paul’s healing Vine at Paul’s suggestion (since Scott is more of a collector returning to the game after a long absence). Perhaps I should have warned Scott that Paul is as crafty as he is nice, as that move sent Cyke far away from his teammates and easy pickings for the hotly-pursing Superman (who, incidentally, would thus avoid Jean’s Outwit and range attack powers). 
  • Batman continually avoided KO by Gambit and Wolvie due to those constant “missed by one” rolls and timely Leap/Climbs away.
  • Scott was the first out, having taken the brunt of Superman’s might, leaving my hurt Wolverine and Gambit to take him (still on or near his top-dial), Batman and Red Ghost. Those aforementioned bad Regen rolls didn’t help, but I eventually got a solid result to give Wolvie a 2nd wind. Gambit getting hit to Cajun Charm (his short-range SP Perplex) was also key.

So that was the weirdest streak of rolls I’ve ever seen in a HeroClix game. Anyone else had bizarre games like that?