PFHL Round 5: jscotty vs. stimpy

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PFHL Round 5: jscotty vs. stimpy

Postby greenandgold » Mon Dec 10, 2007 9:21 pm

Just another picnic at the park for the Outsiders… a Picnic of Pain! That’s because someone threw the Spear of Destiny in the pond, and it’s making one of the teams eeee-vil (doesn’t matter which). Now the teams are fighting each other to try to retrieve the Spear from the bottom of the pond before ALL HOPE IS LOST!

ROUND 5 SCENARIO: Splish-Splash, 400 points
MAP: Bucky Memorial Park (Marvel 3 – Outdoor Map)

SCENARIO RULES:

1. Both captains roll for initiative. The high roller may choose the map edge to deploy on or may pass the choice to the low roller. Whoever deploys second moves first. High roller places 2 heavy objects and 1 light object. Low roller places two light objects and one heavy.

2. Any character located in a square that’s part of the pond can use an action to search for the Spear. Roll one die to see if you found it.

1 – can’t find it and you swallowed some water! Take one click of damage.
2–4 – can’t find it!
5–6 – found it!

Damage taken during the search is reduced as normal by damage reducing powers (unless your character is Bruce Willis ;)). Characters with the Aquatic movement symbol may add +1 to their Search Roll.

3. The character that found the Spear now carries it. That character will drop it if he takes any clicks of damage. The Spear drops in an adjacent square of the player who caused the damage’s choice.

4. A character may pick up the Spear by moving to an adjacent square. The character must stop to pick up the Spear. A character may not move to pick up the spear and make an attack with the same action. If a character begins his turn in an adjacent square, that character may choose to pick up the Spear rather than move or attack, but does not take an action token.

5. Characters may not transfer the Spear to other teammates.

6. The team that possesses the Spear after 10 rounds wins. If no team possesses the Spear after 10 rounds, keep playing until a character possesses the Spear after the course of a full round.
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Postby Hero_of_angels » Mon Dec 10, 2007 11:19 pm

Jscotty's good
Does JoePa need to turn it up for you?

How good is your hearing?
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Postby PantherCult » Wed Dec 12, 2007 4:51 pm

Stimpy's team has been reviewed and approved for play. Get to it fellas.
PFHL '09- Monkey!
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Postby jscotty » Wed Dec 12, 2007 5:14 pm

All righty then, in honor of my Alma Mater playing in the D-II National Championship this weekend, the Rivercats are changing their name to the

BEARCATS!!!
High Evolutionary 143
R Kang 87
+Nanobots 10
LE Hank Pym 59
R Wonder Man 97
396

They are all Scientists, so this counts as a theme team...

Inish

[dice]2d6 = 2081751906 [/dice]
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Postby Stimpy » Thu Dec 13, 2007 9:39 am

well, i have to say I am glad not to be the first to face the cuckoo squad. My team is very battered. Most of the people I would want for this scenerio are injured.

So, I will go with the following and hope it presents a good challenge:

The X-Factor of Doom!

V Doom 198
E logan 49
E knockout 80
R mysterio 44
R shadowcat 28

399

inish [dice]2d6 = 2094167700 [/dice]
Hairball Heroes: 1 The FLASH, 2 Green Lantern, 3 Havok., 4 Steel, 5 Taskaster, 6 Atom, 7 Rip Hunter 8 Flash the sequel, 9 Ch'p 10. Ray. 11. Shang Chi. 12. Madrox, 13. Merlyn, 14 Doc ock.15. Deadpool
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Postby Stimpy » Thu Dec 13, 2007 10:18 am

And well if i had known you were not playing cuckoo I might have test drived the Power Cosmic wolvie...

As it is... I take the left side of the map and set as follows:

1. V Doom J2
2. E logan I2
3. E knockout J1
4. R mysterio K1
5. R shadowcat K2 (And "K2" being the 2nd highest mountian in the world, i guess she is elevated :P)

My 3 objects on the watchtower At J7&8 and I8.

your turn to set and move first. good luck to you! I hope you come VERY close to winning! :D
Hairball Heroes: 1 The FLASH, 2 Green Lantern, 3 Havok., 4 Steel, 5 Taskaster, 6 Atom, 7 Rip Hunter 8 Flash the sequel, 9 Ch'p 10. Ray. 11. Shang Chi. 12. Madrox, 13. Merlyn, 14 Doc ock.15. Deadpool
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Postby jscotty » Thu Dec 13, 2007 1:14 pm

The building can't have objects on it. Likewise, in case you were planning it, you cannot land on it. It is blocking terrain, not elevated. I will wait to take my turn, because this may change your set-up...
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Postby Stimpy » Thu Dec 13, 2007 2:24 pm

According to the map legend... on cyberboard, it is elevated. I checked that before i set. So yeah if it turns out that isnt the case it could affect setup... Will also make me wish i went for a different build.
Hairball Heroes: 1 The FLASH, 2 Green Lantern, 3 Havok., 4 Steel, 5 Taskaster, 6 Atom, 7 Rip Hunter 8 Flash the sequel, 9 Ch'p 10. Ray. 11. Shang Chi. 12. Madrox, 13. Merlyn, 14 Doc ock.15. Deadpool
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Postby Stimpy » Thu Dec 13, 2007 2:58 pm

blah I asked PC and you are right. I also found out that pushing drops the spear too. and to think I almost ran one or both of my power cosmics. Ugg this is really the wrong team for this now. Oh well, it is just keep away, i could get lucky.

Too big of a hassle to reset people, just take them from where they are and just move all objects to the south 2 squares. So L7&8 and K8

<shrug> also found out you could only run 3 cuckoos i was expecting more... man my team would have looked so different with teh push rule, the no elevated terrain and that. LOL oh well, not like i am having a stellar season anyway. but still having fun for the most part.

Sorry if i am sounding like a whiner. not meaning too, just lamenting the other 2 teams i made for this and smacking my head for going with this one.

So go ahead.
Hairball Heroes: 1 The FLASH, 2 Green Lantern, 3 Havok., 4 Steel, 5 Taskaster, 6 Atom, 7 Rip Hunter 8 Flash the sequel, 9 Ch'p 10. Ray. 11. Shang Chi. 12. Madrox, 13. Merlyn, 14 Doc ock.15. Deadpool
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Postby jscotty » Thu Dec 13, 2007 7:21 pm

BEARCATS!!!
High Evolutionary J23
R Kang w/NB K23
LE Hank Pym J24
R Wonder Man I23

HO: L7, L8, I15
LO: K8, K18, N18

1-High Evo TKs Wonder Man to J15
2-Wonder Man dives for the Spear

[dice]1d6 = 1272890509 [/dice]
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Postby jscotty » Thu Dec 13, 2007 7:23 pm

I have to save my theme PC for later!!!


BEARCATS!!!
High Evolutionary J23 @
R Kang w/NB K23
LE Hank Pym J24
R Wonder Man J15 @

HO: L7, L8, I15
LO: K8, K18, N18
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Postby jscotty » Thu Dec 13, 2007 9:02 pm

Also, I guessed what you wanted the objects to be (HO or LO), but can you specify please??
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Postby Stimpy » Fri Dec 14, 2007 7:35 am

jscotty wrote:Also, I guessed what you wanted the objects to be (HO or LO), but can you specify please??


2 heavy in the L row L7 and L8 the light at K8.
Hairball Heroes: 1 The FLASH, 2 Green Lantern, 3 Havok., 4 Steel, 5 Taskaster, 6 Atom, 7 Rip Hunter 8 Flash the sequel, 9 Ch'p 10. Ray. 11. Shang Chi. 12. Madrox, 13. Merlyn, 14 Doc ock.15. Deadpool
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Postby Stimpy » Fri Dec 14, 2007 8:19 am

Ok lets start with a little violence.

DOOM: "Right! I need the spear of destiny! It will make me EVIL!... um It will make me POWERFUL!, er well ok I am already both of those... but it is shiney and I want it!"

1. Mysterio moves to object at K8 and outwits wondermans invuln.

2. Doom takes logan down to a bush, Logan is dropped at M5 while Doom runshots to N5 perplexing up his damage to 4 in the process.

DOOM bolt!!![dice]2d6 = 719846467 [/dice]
Hairball Heroes: 1 The FLASH, 2 Green Lantern, 3 Havok., 4 Steel, 5 Taskaster, 6 Atom, 7 Rip Hunter 8 Flash the sequel, 9 Ch'p 10. Ray. 11. Shang Chi. 12. Madrox, 13. Merlyn, 14 Doc ock.15. Deadpool
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Postby Stimpy » Fri Dec 14, 2007 8:38 am

Wonderman eats 4 damage.

And i apologize but i need to make a move correction for mysterio. He started in the 1 row and can therefore only get to the object at L7 before his outwit.

3. Kitty will put knockout in that spot instead. so knockout in object at K8 kitty at K7.

And as that is all I can do.... i guess i am done lol.


BEARCATS!!!
High Evolutionary J23 @
R Kang w/NB K23
LE Hank Pym J24
R Wonder Man J15 @

X factor of Doom!!!
1. V Doom N5 @
2. E logan M5 (stealthed)
3. E knockout K8
4. R mysterio L7 @ (stealthed)
5. R shadowcat K7 @

Summ: Doom 1/1 4 damage 1 self assist. (not sure how that works for stats.) Wonderman takes 4.
Mysterio 1 assist.

Conditionals:
Doom being the only WC will default to suicude squad. Will use other abilities on my turn if needed. Doom is also MM'ing damage to Logan.

HO: L7, L8, I15
LO: K8, K18, N18

I await the nasty KANG counter attack... over to you.
Hairball Heroes: 1 The FLASH, 2 Green Lantern, 3 Havok., 4 Steel, 5 Taskaster, 6 Atom, 7 Rip Hunter 8 Flash the sequel, 9 Ch'p 10. Ray. 11. Shang Chi. 12. Madrox, 13. Merlyn, 14 Doc ock.15. Deadpool
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Postby jscotty » Fri Dec 14, 2007 4:25 pm

Hmm, interesting!

1-Wonder Man will dive down to the bottom of the bond again

[dice]1d6 = 1257250404 [/dice]
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Postby jscotty » Fri Dec 14, 2007 4:36 pm

Luckily, Wonder Man is still a tough man, no damage!

Believe it or not, the others will rest!


BEARCATS!!!
High Evolutionary J23
R Kang w/NB K23
LE Hank Pym J24
R Wonder Man J15 (5!) @@

X factor of Doom!!!
1. V Doom N5 @
2. E logan M5 (stealthed)
3. E knockout K8
4. R mysterio L7 @ (stealthed)
5. R shadowcat K7 @

Summ: Doom 1/1 4 damage 1 self assist. (not sure how that works for stats.) Wonderman takes 4.
Mysterio 1 assist.

Conditionals:
Doom being the only WC will default to suicude squad. Will use other abilities on my turn if needed. Doom is also MM'ing damage to Logan.

HO: L7, L8, I15
LO: K8, K18, N18
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Postby Stimpy » Sat Dec 15, 2007 10:00 am

Well A pass would be nice for me also but i can't. Not with you having that MOE ability. You can just dive again, take instant damage, and then tk a runner out to grab the thing and retreat. Not a bad plan, or a bad team build for this scenerio.

But, Knockout will enter the pond at N9 to join in the spear search... of course that will have to wait since she moved there on her own power.

Mysterio will outwit toughness on wonderman.

Doom will perplex up his damage (in case i miscounted). and runshot to L8 putting Logan in K8 and attempt to KO the diving Wonderman. 11 on 13 plus 1 for water. need 3 or more.

[dice]2d6 = 1475151014 [/dice]
Hairball Heroes: 1 The FLASH, 2 Green Lantern, 3 Havok., 4 Steel, 5 Taskaster, 6 Atom, 7 Rip Hunter 8 Flash the sequel, 9 Ch'p 10. Ray. 11. Shang Chi. 12. Madrox, 13. Merlyn, 14 Doc ock.15. Deadpool
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Postby Stimpy » Sat Dec 15, 2007 10:23 am

man why couldnt i save those rolls for when mysterio shoots? Oh well good enough for the KO of wonderman. One MOE down.... The other will be a REAL pain.



BEARCATS!!!
High Evolutionary J23
R Kang w/NB K23
LE Hank Pym J24
R Wonder Man KO

X factor of Doom!!!
1. V Doom L8 @@ (!)
2. E logan K8 (stealthed)
3. E knockout N9 (in water)
4. R mysterio L7 (stealthed)
5. R shadowcat K7

Doom does 3 more and wonderman is down.
Summ: Doom 2/2 7 damage 2 self assist. (not sure how that works for stats.) Wonderman takes 4.
Mysterio 2 assist.

Conditionals:
Doom being the only WC will default to suicude squad. Will use other abilities on my turn if needed. Doom is also MM'ing damage to Logan. (Unless the damage would KO logan in which case he will change to shadowcat.)

HO: L7, L8, I15
LO: K8, K18, N18
Hairball Heroes: 1 The FLASH, 2 Green Lantern, 3 Havok., 4 Steel, 5 Taskaster, 6 Atom, 7 Rip Hunter 8 Flash the sequel, 9 Ch'p 10. Ray. 11. Shang Chi. 12. Madrox, 13. Merlyn, 14 Doc ock.15. Deadpool
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Postby jscotty » Sat Dec 15, 2007 2:46 pm

Hmm, okay, that sucks!
(free) High Evo and Hank perplex Kang's damage to 4, attack to 11
1-High Evo TKs Kang to J15
2-Kang on Doom
10+1 vs 17+1 for 4
[dice]2d6 = 540767513 [/dice]
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