Showing posts with label Avengers. Show all posts
Showing posts with label Avengers. Show all posts

Thursday, January 7, 2016

Comic Book Battles - Episode 10: Avengers Vs. X-Men #4 pt. 3


Welcome back to Comic Book Battles!  Man, it has been...well, almost a year, but I'm back!  We're going to pick up right where we left off, in the middle of the biggest hero battle since Civil War!  This week, we have an AvX skirmish taking place in the middle of Dr. Doom's nation of Latveria!

The Comic Book


"Avengers Vs. X-Men (Part Four)"
Writers Jonathan Hickman
Pencilers John Romita Jr.
Inkers Scott Hanna
Colourists Laura Martin
Letterers Chris Eliopoulos
Editors John Denning, Lauren Sankovitch, Nick Lowe, Tom Brevoort


Here, again, we're seeing a skirmish in progress through the telepathic visions of Emma Frost, who is scanning the globe for Hope. 


The Battle

For this battle, I'm using the Latveria map from the AvX event.  It doesn't necessarily represent the battlefield depicted above, but it's interesting nonetheless.  As you can see below, it has our teams facing off from corner-to-corner.  In between are a couple buildings and a giant fountain statue of Dr. Doom himself!


Here are our teams:

X-Men


avx012 V Colossus
Team: X-Men
Range: 0
Points: 175
Keywords: Armor, Mystical, X-Men

(Improved) Mantle of the Juggernaut: Improved Movement: Ignores Hindering Terrain, Ignores Blocking Terrain and destroys Blocking Terrain as the character moves through it.

(Speed) I Believe In The X-Men: Colossus can use Charge and Plasticity. If he has two action tokens, adjacent friendly characters that can use the X-Men team ability can use that team ability as a free action.

(Defense) Steel-Skinned X-Man:
Colossus can use Defend and Impervious.

wxm008 E Dazzler
Team: No Affiliation
Range: 6
Points: 75
Keywords: Celebrity, Excalibur, Mojoverse, X-Men

(Speed) Charge of the Light Brigade: When Dazzler has no action tokens, she can use Running Shot. When Dazzler has one or more action tokens, you may give her a free action and characters within 4 squares can't use Stealth until your next turn.

dp027 V Domino
Team: No Affiliation
Range: 6 :bolt:
Points: 89
Keywords: Six Pack, X-Corps, X-Force

(Speed) Infiltration Assassination: Domino can use Running Shot and Stealth. Give Domino a free action when she has no action tokens, and until your next turn decrease her speed value by any amount and increase her range by the same amount. 
  
And that comes out to 339 points.  Unfortunately, no theme team bonus since Domino isn't a member of the X-Men.  Colossus is the only one with a team affiliation as well, and it's X-Men, which requires another character with the X-Men team affiliation to be useful.  That said, Colossus is a monster, and Dazzler and Domino can provide decent ranged support.

Avengers


ffcw005 E Mockingbird
Team: No Affiliation
Range: 2
Points: 50

(Special) October 12th: When a friendly character named Hawkeye is adjacent to Mockingbird, they both modify their attack values by +1 if not already modified by this effect.

avx004e E Spider-Man
Team: Avengers|Spider-Man
Range: 5
Points: 100
Keywords: Avengers, Scientist, Spider-Man Family

(Special) Whatever a Spider Can: When Spider-Man is the target of a ranged combat attack, he can use Super Senses, but evades the attack on a result of 4 - 6.

dp015 V Daredevil
Team: No Affiliation
Range: 4
Points: 108
Keywords: Avengers, Martial Artist, Marvel Knights, The Hand

(Improved) Rooftop Acrobat: Improved Movement: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Characters; Improved Targeting: Ignores Hindering Terrain

(Special) Ally of Heroes: At the beginning of the game, choose Enhancement or Empower. Daredevil can use that power this game. A Heroes for Hire themed team may include Daredevil and is still a theme team.

(Special) Radar Senses: Daredevil can use Super Senses.

cw037 V Spider-Woman
Team: Avengers
Range: 5
Points: 82
Keywords: Avengers, Detective, Hydra, Lady Liberators, S.H.I.E.L.D., Spy, S.W.O.R.D.

(Damage) Pheromones: Give Spider-Woman a free action. She may modify the attack value of an adjacent friendly character by +1 and she may modify the defense value of an adjacent opposing character by -1 until your next turn.

That comes out to 340 points.  This team features my favorite incarnation of Spider-Man that I've played in Heroclix, so I have high hopes.  Daredevil is pretty mean as well, and Mockingbird and Spider-Woman are great harassment characters that opposing teams can't afford to ignore, despite their cheap costs.  All of that, combined with four Avengers Theme Team Probability Control uses and Avengers team affiliations, means the X-Men have an uphill battle ahead of them in this one.

Before the game starts, Daredevil chooses Empower for his "Ally of Heroes" special ability, in case I need him to support Spidey or Mockingbird in melee.  

Avengers win the roll-off for first turn
Spider-Man moves to I19
Daredevil moves to I20
Spider-Woman moves to F14, making herself a tempting target that far out
Mockingbird moves behind cover at C14 to support her in case things get rough

Colossus wastes no time, picking up a super-heavy object and smashing through the buildings in his path, moving adjacent to Spider-Woman at F13
Domino moves to K9 in cover
Dazzler moves to O1, hanging back until a decent target presents itself


Daredevil moves to M14, since he has indomitable
Spider-Woman uses her Pheromones on Colossus to reduce his defense and increase her own attack by 1
Everyone else clears

Colossus uses that super-heavy object to great effect on Spider-Woman, hitting on a 17 for 7(!) damage.  Ouch!  Even with Spider-Woman's toughness reducing it to 6, that one hurt.  
Dazzler and Domino clear

Mockingbird moves to E14 to support her teammate against Colossus
Spider-Woman uses her pheromones again on Colossus
Spider-Woman uses Close Combat Expert to attack Colossus and give herself +1 attack and +1 damage.  She hits on a 17, but Colossus rolls a 6 on his Impervious roll, reducing the damage to 0.  Tough break!
Spider-Man uses Perplex to increase his own attack by 1 and Charges to G14, missing Colossus with a roll of 15.  So close!
Daredevil clears 


Domino uses Running Shot to move to K14 and attack Daredevil, hitting on an 18.  Daredevil rolls his Super Senses and gets a 6, evading the attack!
Dazzler moves to K9
Colossus clears

Spider-Woman uses Pheromones on Colossus, and gives the +1 attack to Mockingbird
Spider-Man perplexes Mockingbird's attack by +1 as well
Mockingbird uses Exploit Weakness on Colossus, hitting on a 17 for 2 damage.  It can't be reduced, so no impervious roll for big C.
Daredevil charges to L14, hitting Domino on a 19 with a Precise Strike, which Domino attempts to use Probability Control on, forcing a reroll.  The reroll is a 22!  3 damage is done to Domino.
The two Spider-peeps clear their action tokens

Colossus attacks Spider-Woman, but misses on a 16 thanks to her Combat Reflexes.
Domino and Dazzler clear

Spider-Woman keeps using those Pheromones on Colossus, giving Spider-Man the +1 attack.
Spider-Man uses Perplex to give himself another +1 attack
Spider-Man uses Precise Strike on Colossus, hitting on a 16.  Colossus has impervious, but Spidey still deals him one damage thanks to the Precise Strike
Spider-Woman uses Close Combat Expert to give herself +1 attack and +1 damage, but misses on a 14
Daredevil uses Precise Strike and hits Domino with a 21, dealing 3 damage, enough to KO her


Dazzler uses Precise Strike on Daredevil, hitting on a 19.  Daredevil misses his Super Senses roll, so he takes 2 damage thanks to his Toughness
Colossus hits Spider-Woman on an 18 for 3 damage, KOing her

Spider-Man uses Perplex to increase Mockingbird's damage by +1
Mockingbird uses Exploit Weakness, but misses Colossus with an 11
Daredevil and Spider-Man clear


Colossus and Dazzler clear

Spider-Man Perplexes Colossus' defense by -1
Spider-Man uses Precise Strike, hitting Colossus on a 16.  Colossus still has Impervious, though, and takes only 2 damage
Mockingbird uses Exploit Weakness, but misses Colossus with a 14
Daredevil moves to K9

Colossus attacks Spider-Man, but misses on a roll of 13
Dazzler uses Precise Strike on Daredevil, but misses on a 13 as well


All the Avengers clear

Colossus attacks Spider-Man, but misses on a 14
Dazzler clears

Spider-Man uses Perplex once again on Colossus, reducing his defense by 1
Spider-Man uses Precise Strike, hitting on a 19 for 1 damage thanks to Colossus' Impervious
Mockingbird attacks using Exploit Weakness, hitting on a 15 for 2 damage, KOing Colossus
Daredevil uses Flurry on Dazzler, hitting on an 18 with doubles, dealing 2 damage and knocking Dazzler back into a wall for another 1 damage.

Dazzler uses Penetrating Blast on Daredevil, critically missing, dealing 1 damage to herself.  She wants to end this as much as I do, I think.

Mockingbird moves to I8
Spider-Man and Daredevil clear

Dazzler uses Precise Strike on Mockingbird, but misses on a 16


Spider-Man charges to J9, hitting on a 21 for 3 damage, KOing Dazzler.

Winner: Avengers

This fight was very one-sided.  It quickly became clear that while Colossus is really great, his teammates were not.  If I were to play this again, I might group my X-Men together so Dazzler and Domino could take advantage of Colossus' Defend ability.  Alas, I still think it would be tough for the X-Men to claim victory.  

I hope that you enjoyed this return to CBB.  Next time, we have another AvX skirmish in the Wundagore Mountains!

Thursday, February 26, 2015

Comic Book Battles - Episode 9: Avengers Vs. X-Men #4 pt. 2


Hello again!  This week, we take a brief tour of Tabula Rasa with a few of our friends from the X-Men and Avengers.  As you may recall in last week's episode, Captain America gave everyone assigned locations to have really cool battl...err...to find Hope.  He then took Wolverine with him to the Savage Land and kicked everyone's Canadian little person into the middle of the antarctic.  But we'll talk more about that later.  For now, let's enjoy some mindless violence!

The Comic Book



"Avengers Vs. X-Men (Part Four)"
Writers Jonathan Hickman
Pencilers John Romita Jr.
Inkers Scott Hanna
Colourists Laura Martin
Letterers Chris Eliopoulos
Editors John Denning, Lauren Sankovitch, Nick Lowe, Tom Brevoort

This episode is going to be short and sweet.  There's not really much exposition or story to cover.  It's all action this week!  We'll get back to the Hope saga soon enough.  For now, let's just enjoy watching Benjamin Grimm punch Namor in the face.  Really hard.




Also, I've got some gaps in my X-History, but I would love for someone to explain to me what Hepzibah's doing hanging out with the X-Men.  Last I saw her, she was a Starjammer making outer space whoopie with Cyclop's space-pirate dad.  I have a knowledge gap from about '95-'12, so...yeah.  Space-cat!

On a side note, for those of you who aren't familiar with Tabula Rasa, it was introduced during Rick Remender's run on Uncanny X-Force, in Uncanny X-Force #15.  In Beaver Lake, Montana, the mutant named Genocide basically blew the whole town up.  Dark Beast (Beast from the Age of Apocalypse dimension) used one of the Celestials' Life Seeds, which created a domed structure with a ten-mile radius.  The dome collapsed the next day, but inside of it, 130 million years had passed.  It's an unforgiving and deadly alien environment in the middle of Montana, basically.  That run of X-Force was great, by the way.  You should read it.

The Battle


The map for this battle is Krakoa again.  Yes, I realize that makes two weeks of Krakoa in a row.  Sue me.  It was the only map I had that contained both jungle terrain, and a way for the map itself to beat the crap out of both teams.  In case you missed last week, it's a giant jungle with a face.


Now let's take a look at our X-Men:

X-Men

avx011 V Namor
Team: X-Men
Range: 0 :bolt:
Points: 225
Keywords: Atlantis, Defenders, Illuminati, Ruler, X-Men

(Improved) Boiling Rage: Improved Movement: Ignores Characters

(Special) Imperius Rex!: When Namor is hit with an attack or given a second action token, put a Rage token on his card. Before Namor rolls for an attack, you may remove a Rage token from his card so that the attack deals penetrating damage.

(Defense) Entrenched Recovery: Namor can use Toughness. When Namor occupies water terrain, he can use Regeneration and, when it's not your turn, opposing characters can't draw a line of fire to him.

cm018 V Hepzibah
Team: No Affiliation
Range: 6 :bolt:
Points: 27
Keywords: Martial Artist, Starjammers, X-Men

wxm018 V Sunspot
Team: No Affiliation
Range: 0 :bolt:
Points: 76
Keywords: Fallen Angels, Hellfire Club, New Mutants, X-Corps, X-Force, X-Men

(Damage) Secondary Mutation: Sunspot has "Wing Symbol" and a range value of 6.

Boy oh boy, that Hepzibah is garbage, huh?  We really need modern remakes of about half of the Starjammers, to be honest.  I'm shocked that they weren't in the Guardians of the Galaxy set that was just released.  Hopefully, Namor and Sunspot can pick up the slack.  The total point value comes out at 328.

Avengers

ca014 V Luke Cage
Team: Avengers
Range: 0 :bolt:
Points: 98
Keywords: Avengers, Heroes for Hire, Marvel Knights, Thunderbolts

(Defense) Bulletproof Skin: Luke Cage can use Willpower and Toughness. When a character attacks Luke Cage with a ranged combat attack, he can use Invulnerability instead of Toughness.

m10a003 E Thing
Team: Fantastic Four
Range: 0 :bolt:
Points: 128
Keywords: Avengers, Brute, Celebrity, Fantastic Four, Soldier

(Damage) Lemme Grab Somethin': Thing can use Super Strength.  Give Thing a move action when he has no action tokens and is not holding an object; after actions resolve, give him a standard light object from outside the game.

ih007 V She-Hulk
Team: No Affiliation
Range: 0 :bolt:
Points: 105
Keywords: Avengers, Fantastic Four, Heroes for Hire, Lady Liberators, S.H.I.E.L.D.

(Special) Breaking The Fourth Wall: When She-Hulk makes an attack, after actions resolve you may destroy one square of blocking terrain or one wall that is adjacent to a targeted character.

And that also comes out to 328 points.  Hooray for point symmetry!  Luke Cage is one of my favorite characters in comics and I love this clix of him as well.  We saw Thing tear it up in AvX #1, so we know he can dish out the pain.  I've never used She-Hulk before.  All in all, I would say the X-Men have their work cut out for them.

The X-Men win the roll-off for first turn.
Namor moves to C15 and picks up a Super Heavy object
Sunspot moves to J16 and picks up a Super Heavy as well
Hepzibah moves out to I14
The Island doesn't do anything

Thing moves to H8 and grabs a heavy object
Luke Cage moves to L8
She-Hulk moves to L9
The Island does nothing

Sunspot moves to K9
Namor moves to I9
Hepzibah clears

Luke rolls a 1 for his leadership
Everyone clears
The plants come alive on the island, but no one is in hindering terrain.

Hepzibah moves to J8
Everyone else clears


Luke punches Sunspot and hits on a 17 for 4 damage, reduced to 3 by Sunspot's toughness
She-Hulk hits Sunspot on an 18 and deals 4 damage, KOing him.  Ouch.  I was way too aggressive with my X-Men here.  
Thing punches Namor and hits on a 18 for 5 damage.  Namor rolls for his impervious and fails, taking 3 damage.
The Island comes alive and shoots at Namor, missing on a 14


Namor punches Thing with Imperious Rex!  Thing fails his Shape Change roll, and Namor hits him on a 16 for 5 damage. 
Hepzibah shoots with Ranged Combat Expert pumping her damage by +2, but misses Luke Cage with a 15
The Island comes alive and shoots at Thing, but misses on a 15

She-Hulk charges Hepzibah, moving to K8.  She hits on a 17, but Hepzibah makes her Super Senses roll on a 5, so she takes 0 damage and She-Hulk takes 1 push damage.  She now has Outwit, so Namor can kiss that Impervious goodbye
Luke Cage charges to K9 and hits Hepzibah on an 18.  She makes her Super Senses roll again, because I'm the best ever at Super Senses.  Again, 0 damage to Hepzibah and one damage to Luke for the push.
Thing punches Namor and hits on a 16, dealing 3 damage since Namor's impervious is gone thanks to She-Hulk   
The Island does nothing


Namor tries to flurry Thing, using Imperious Rex! for the first attack, which misses on a 14.  He then misses the second attack on a 13
Hepzibah clears
The Island does nothing

All our Avengers clear
The Island does nothing

Hepzibah uses Ranged Combat Expert to target Thing with +2 damage, but misses on a 15
Namor clears
The Island does nothing

Luke hits Hepzibah on a 14.  Yes, a 14.  She fails super senses and takes 3 damage
She-Hulk hits on an 18, dealing another 3 damage which KOs poor Hepzibah.  Better luck next time, space-cat.
Thing finishes things up by hitting Namor for 3 more damage, KOing the fish-man.

Boy, space-cat, fish-man and sun-spot all had it pretty rough, huh?

Winner: Avengers

This one went way faster than I would have expected.  I honestly think the X-Men never stood a chance.  All the heavy lifting would have had to come from Namor, and if rolls didn't go his way (which they didn't), he wasn't long for this world.  Meanwhile, the Avengers had 3 big bruisers, all of them credible melee threats in their own right.

Next week, we have another round of senseless violence!  Stay tuned!

Thursday, February 19, 2015

Comic Book Battles - Episode 8: Avengers Vs. X-Men #3-4 pt. 1

Hello again, and welcome back to Comic Book Battles!  This week, we begin a 5 part mini-series of 1 page battles that appear in the pages of AvX #4.  These battles really had no explanation or description; they were simply single page scenes drawn to depict that the Avengers and X-Men were fighting around the globe as they searched for Hope.  Some of them were later explored in the AvX VS comic, but I thought it would be fun to take them and play them out in full in clix form.  So without further ado:

The Comic Book  


"Avengers vs. X-Men (Part Three)"
Writers Ed Brubaker
Pencilers John Romita Jr.
Inkers Scott Hanna
Colourists Laura Martin
Letterers Chris Eliopoulos
Editors Tom Brevoort, John Denning, Lauren Sankovitch, Nick Lowe

We open up on poor Wolverine who, as you may recall, was burned alive from the inside out by the Phoenix Force last issue.  Fortunately for him, Spider-Man is there to give him some clothes after he grows his skin back.  Why Spider-Man sat there to watch Wolverine grow his skin back raises other questions, but I won't go there.


Spidey fills Wolverine in on what happened while he was out.  Scott apparently surrendered.  Great news!  But Wolverine has been around the block enough times to know that Cyclops would never give up unless he had a plan.  He throws on some spare clothes that Spider-Man likely stole from some poor kids locker in Utopia, and runs out to warn Cap.  

Unfortunately, he gets there too late.  While Tony and Steve argue about the U.N., charging the X-Men with crimes, and the question of what prison would even hold them, Doctor Strange comes back with the unconscious body of Magik.  They had been fighting in the dimension of Limbo until this point.  Wolverine isn't fooled for a minute, because he's the best there is at what he does, and what he does is advance the plot.  


The X-Men teleport using Magik's powers, and the unconscious form of Magik reverts to it's natural Doctor Strange shape.  Wolverine is understandably pissed that 20+ Avengers didn't realize that they were getting played like fools.  Meanwhile, the X-Men pop up in...Long Beach?  Okay, that's weird, but whatever I guess.  

Wolverine and Cap contact Rachel Summers at the Jean Grey School that Logan is the headmaster of, and asks her to use Cerebra to find hope.  I'm not sure why it's called Cerebra.  Maybe mutant tracking systems are like Pokemon, and Cerebro evolved into Cerebra.  I digress.  Rachel gives Logan the runaround and Logan starts laying into her about where her loyalties lie.  After all, she is the daughter of Scott and Jean from a possible future timeline.  X-Men y'all.  Anyway, Cap cuts him off and ends the call.  Wolverine is like, "Hey, get up out my kool-aid." and Cap is like "Whatevs." because Brubaker is really bad at writing dialogue between those two, and has apparently decided that they hate each other.  Even though they were in World War 2 together, and have served as Avengers on the same team for years.  Screw that, though, did you see the cover of this issue?!  They need to fight!  

Sigh.

Back up on the Helicarrier, Cap gives out assignments to all the Avengers, scattering them across the globe.  This is where the premise of these single-page battles is laid out.  


Cap tells Wolverine he's with him.  Onboard, Cap starts laying into Wolverine for going off on his own in Utopia.  Wolverine tries to explain that they can't just lock Hope up.  The Phoenix Force will find her, possess her, and consume her, potentially destroying entire planets in the process.  Wolverine has seen all this firsthand and tries to explain to Cap that killing Hope is the only way.  So Captain America does the only logical thing and punches Wolverine.


Wolverine soundly kicks Captain America's ass until Giant-Man comes in and knocks Wolverine down.  Captain America then smashes his face with his shield, and Sharon opens the doors of the Quinjet, and Giant-Man kicks him out of it and into the middle of Antarctica, hundreds of feet below.  All of this is obviously the only way that they could have worked out their disagreement, and Wolverine shouldn't hold any of this against the Avengers, obviously. 

We'll come back to Wolverine in a later episode.  For now, let's look at the battle this week:


The Battle

For the map, I chose to use the Krakoa map from Giant-Size X-Men.  The only Wakanda map I have is from the AvX set, but it's the "Flooded Wakanda" map, which doesn't make sense for this battle because spoilers.  This map has a crapload of hindering terrain, a mountain range at the top of the map, and oh yeah, a giant friggin FACE in the middle of the map.  I could have ignored the Krakoa special rules for this battle, but where's the fun in that?  We're rollin those dice, baby!  At the end of every turn, the dice get rolled and crazy crap can happen.  Yeehaa.


So who's facing off this time around?  Let's take a look at our combatants:

X-Men

avx015 V Danger
Team: X-Men
Range: 5 :bolt:
Points: 150
Keywords: Robot, Shi'ar, X-Men

(Special) Island Defense Systems: When Danger has one action token, she can draw lines of fire and count squares for range from any square occupied by a friendly character with the Robot or Vehicle keyword.

(Attack) Warden of Utopia: Danger can use the Capture ability, but may not have more than 1 captive.

m10a007 E Storm
Team: X-Men
Range: 8 :bolt:
Points: 59
Keywords: Deity, Morlocks, Ruler, X-Men

(Special) Battlefield Promotion: Storm: When Storm hits one or more opposing characters, after actions resolve, place a Promotion Token on her character card. You may then roll a d6 that can't be rerolled and add 1 for each Promotion Token on her character card; on a result of 8 or higher, you may replace this character with M10A #020 Storm on the same click number.

dofp010 V Rachel Summers
Team: X-Men
Range: 7 :bolt:
Points: 76
Keywords: Days of Future Past, Future, X-Men

(Special) Married Duo: When Rachel Summers is adjacent to a friendly character named Franklin Richards, modify both characters' attack values by +1 if not already modified by this effect.

wxm033 U Forge
Team: X-Men
Range: 6 :bolt:
Points: 90
Keywords: Mystical, Soldier, X-Corps, X-Factor, X-Men

(Special) Intuitive Mechanic: Give Forge a free action and heal an adjacent character with the Armor or Robot keyword or an an adjacent vehicle of 1 damage. 

(Attack) Neutralizer Gun: When Forge hits an opposing character with a ranged combat attack, before damage is dealt, choose a power that character can use. That character can't use that power or any combat or team abilities until your next turn. 

(Damage) Device Crafting: Once per game, give Forge a power action if he occupies the same square as an object and remove that object from the game. If you do, for the rest of the game, Forge can use Perplex even if this power is countered or lost.

That brings us to a total of 375 points, with an X-Men Theme Team bonus.  My plan here was simple: Take the high ground and use Forge to perplex and heal Danger for free.  None of the Avengers could fly, and the only one that could climb the mountain was Iron Fist.  Taking him out would be a top priority.  Once Iron Fist was out of the picture, I could lay waste from on high.

I chose the lowest point-cost Storm and Rachel Summers figures I could, because I had to balance it against a fairly low point team of Avengers  The Rachel Summers figure in particular looked a little strange since it's her in her DOFP garb.  Same powers-ish though.  They were mostly the garnish that I was sprinkling on top of the Forge and Danger souffle anyway :)

Avengers

avx007 E Black Panther
Team: Spider-Man
Range: 4 :bolt:
Points: 100
Keywords: Avengers, Illuminati, Martial Artist, Ruler, Scientist, Warrior

(Improved) Move Through the Jungle: Improved Movement: Ignores Hindering Terrain, Ignores Characters

(Special) You Don't Get to Give Up: Once during your turn, another friendly character within 4 squares that shares a keyword with Black Panther can use Willpower.

(Damage) King of Wakanda: Black Panther can use Empower, Leadership, and Outwit. When he uses Leadership and the result is 6, in addition to the normal effects he may remove an action token from himself.

fi007 E Iron Fist
Team: No Affiliation
Range: 0 :bolt:
Points: 80
Keywords: Avengers, Defenders, Heroes for Hire, Martial Artist, Mystical

(Improved) Master of K'un Lun: Improved Movement: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Characters

(Defense) Immortal Weapon of Agamotto: Iron Fist can use Combat Reflexes and Super Senses.

(Damage) The Iron Fist: Iron Fist can use Close Combat Expert. When he does and has no action tokens, if his attack total is at least 2 greater than his target's defense value, modify his damage value by an additional +1.

ca006 V Black Widow
Team: Avengers
Range: 6 :bolt:
Points: 85
Keywords: Avengers, Champions, Marvel Knights, Heroes for Hire, S.H.I.E.L.D., Spy, Thunderbolts

(Special) Spy to the Core: Black Widow can use Stealth.

cw032 V Quicksilver
Team: Avengers|X-Men
Range: 0 :bolt:
Points: 111
Keywords: Avengers, Brotherhood of Mutants, Inhumans, X-Factor

(Special) Sibling Duo: When a friendly character named Scarlet Witch is adjacent to Quicksilver, modify both their attack values by +1 if not already modified by this effect.

(Attack) Arrogant Assault: Quicksilver can use Flurry. He may use it normally, or as a free action instead of a close combat attack while using Hypersonic Speed. If he uses it in this way, modify his defense value by -1 until your next turn for each hit.

That brings us to a total of 376 points with an Avengers Theme Team bonus.  My plan here was to sneak Iron Fist up the mountain, bring the rest of the team with their relatively short range up to support him, and use Quicksilver to tie up anyone who stayed on lower ground.  Iron Fist had dominated the last two games, so I felt like he could handle taking on whoever he ran into up there.  This was my first time using Black Panther and Black Widow, but c'mon, this was Panther's home turf.  What could go wrong?

The X-Men win the roll-off for first turn. 
Danger carries Forge to E17, dropping Forge off at D17
Storm moves to G14, sitting in hindering terrain where she could benefit from her stealth
Rachel flies out to C17
End of Turn D6 for Krakoa - 4 - Earthquake! - Each character takes 1 damage.  The only characters this doesn't hit are Danger and Forge thanks to their defensive abilities that reduce it.

Quicksilver runs out to H13, getting up in Storm's grill
Black Panther moves to G10 and Black Widow moves to E9.  Both are in hindering terrain.
Iron Fist moves to D10
End of Turn D6 for Krakoa - 2 - Nothing happens


Danger sidesteps over to D15, and Rachel uses Telekinesis to lift Forge up to the rim of the elevated terrain on C15.  Forge then moves over to E14 to snag that basketball.
Danger moves to F13
Storm Clears
End of Turn D6 for Krakoa - 1 - Nothing happens
Avengers all clear
End of Turn D6 for Krakoa - 5 - Plants come to life!  All hindering terrain becomes blocking, and anyone in hindering takes a damage and is moved back to the starting area.  

I totally missed that second part when this happened, and Black Panther and Black Widow should have taken another click of damage.  My bad.


Forge uses a power action to transform that basketball into some crazy perplexing machine.  He then perplexes Quicksilver's Defense by -1.
Storm takes advantage of that by punching him, hitting on a 16 for 2 damage.
Danger and Rachel clear.
End of Turn D6 for Krakoa - 6 - The Island Awakens! - A target of your choice in range and line of fire of the center face takes an 10 attack, 3 damage ranged attack.  
Unfortunately, it misses Quicksilver on a 14

Quicksilver perplexes his attack by +1 and uses Hypersonic Speed, breaking away from Storm on a 6 and running over to D17 where he punches Rachel hitting on a 17 for 2 damage
Black Panther outwits Danger's Invulnerability, then Iron Fist charges to E12, taking a swing at Danger.  He hits on a 21 for 2 damage.
Black Panther throws some vibranium daggers at Storm, missing on a 13. 
Black Widow uses Running Shot to move to G11 and shoot Danger, but misses on a 12.  
End of Turn D6 for Krakoa - 1 - Nothing happens


Danger swings at Iron Fist, but misses on a 16.  She uses her probability control to reroll that into a 21, Iron Fist rolls a 5 for his Super Senses and avoids the damage though.
Rachel punches Quicksilver, hitting on a 17.  Quicksilver takes a lesson from Iron Fist though, and rolls a 5 for his Super Senses as well.
Forge perplexes Danger's Defense +1
Storm and Forge clear
End of Turn D6 for Krakoa - 6 - The Island Awakens! - but misses Black Widow on a 15

Black Panther rolls a 1 for his Leadership, He then grants Iron Fist Willpower for the turn, and then outwits Danger's Toughness.  
Iron Fist takes advantage of this and rolls a crit!  Danger forces him to reroll with Probability Control and he rolls a 15 instead, which misses.
Black Panther, Black Widow, and Quicksilver all clear
End of Turn D6 for Krakoa - 4 - Earthquake! - 1 damage to everyone but Forge due to his toughness

Forge heals Danger for a click, bringing back her Probability Control.  
Forge then shoots Iron Fist, missing on a 13.  Danger thanks Forge by allowing him to reroll that into a crit!  Forge uses his neutralizer gun to remove Iron Fists Immortal Weapon of Agamotto defense powers, and deals him 3 damage.
Danger then punches Iron Fist, hitting on a 17 and dealing him 3 damage, KOing him.  Ouch.
Storm shoots at Black Widow, using Ranged Combat Expert to increase her damage by 2.  She hits on a 21, dealing 3 damage.  I really should have kept Widow in hindering for her stealth.
Rachel clears
End of Turn D6 for Krakoa - 1 - Nothing happens

Black Panther rolls a 4 for his leadership
Quicksilver punches Rachel, hitting on a 17 for 1 damage
Black Widow shoots at Storm, but misses on a 17
Black Panther moves up to G13
End of Turn D6 for Krakoa - 6 - The Island Awakens! - Targets Storm, but misses on a 17


Rachel punches at Quicksilver, hitting on a 17.  Quicksilver avoids damage with another 5 on his Super Senses, though
Forge moves to K12
Danger and Storm clear
End of Turn D6 for Krakoa - 6 - The Island Awakens! - Black Panther is hit on an 18 for 3 damage

Black Widow outwits Forge's Toughness
Black Panther gives Widow Willpower for the turn
Black Widow then shoots at Forge, hitting on a 17.  Danger forces a reroll though and it becomes a 16 which misses
Black Panther and Quicksilver clear
End of Turn D6 for Krakoa - 3 - Nothing happens

Danger shoots at Black Panther, missing on a 16.  She rerolls that using probability control, and it hits on an 18 for 3 damage, KOing Black Panther
Forge, Rachel and Storm clear
End of Turn D6 for Krakoa - 5 - Plants come to life - Storm takes a damage and is placed in the starting area at E23

Black Widow outwits that accursed neutralizer gun that Forge has, and then she and Quicksilver both clear
End of Turn D6 for Krakoa - 4 - Earthquake! - Rachel takes a damage and is KO'd.  Black Widow also takes a damage


Storm moves to I17
Forge perplexes his damage by +1 and shoots at Black Widow, hitting on an 18 for 3 damage, KOing her
Danger flies over to C17
End of Turn D6 for Krakoa - 5 - Plants come to life - everyone has learned their lesson and stays clear of the plants

Quicksilver punches Danger, hitting on an 18, but you guessed it, she forces a reroll to a 16 which misses
End of Turn D6 for Krakoa - 5 - Plants come to life - Yeah, still no effect


Storm tries to end it, but rolls a 14, and takes a push damage
Forge moves to B16
End of Turn D6 for Krakoa - 3 - Nothing happens

Quicksilver clears, curling in the fetal position and embracing the inevitable.

Forge ends up finishing the job with that damn neutralizer gun of his.

Winner - X-Men

That was a lot of fun.  Krakoa and it's random effects each turn threw a wrench into my strategy for both teams, but that's part of the fun.  Everything went pretty much according to plan for the X-Men.  They were able to take and hold the high ground.  The combination of Forge's neutralizer gun and Danger's probability control were just brutal.  Netrualizing, outwitting, probability control, telekinesis, etc. all made this one of the most interesting sessions I've played yet.  Stay tuned, because next week, we're heading into Tabula Rasa!

Thursday, February 12, 2015

Comic Book Battles - Episode 7: Avengers Vs. X-Men #2

Welcome back to the battle for Hope!  At the end of our last episode, we saw Wolverine and Spider-Man sneaking off through the sewers.  Where are they headed?  What are their plans once they get there?  Let's join our comic book brawl, already in progress.

The Comic Book


"Avengers vs. X-Men (Part Two)"
Writers Jason Aaron
Pencilers John Romita Jr.
Inkers Scott Hanna
Colourists Laura Martin
Letterers Chris Eliopoulos
Editors Tom Brevoort, John Denning, Lauren Sankovitch, Nick Lowe

While the X-Men and Avengers are battling on the beach, Emma tosses Hope inside one of the buildings in Utopia, where the other students are already watching the battle below unfold.  Hope's pretty pissed off that she is basically being held prisoner while people fight are fighting to basically possess her down below.



She, being the angsty teen she is, wants to fight for herself.  The other students are scared, and rightfully so, since they have some of the most powerful beings on Earth fighting outside their door.  Hope isn't having any of that, though.  She's getting out of there, one way or another.


  While Hope is busy kicking the crap out of her classmates, Wolverine and Spider-Man have managed to sneak in.  Spider-Man is totally fine with this until Wolverine pops his claws.  Then the realization that they aren't there to rescue Hope kicks in, and Spider-Man suddenly has a very big problem with this.



Spider-Man tries to stop Wolverine, but you can imagine how that might go.  What Wolverine didn't anticipate, though, was that Hope might already possess the power of the Phoenix due to it's proximity to Earth, or at least a portion of that power.  Hope quickly puts him in a less than comfortable position and knocks everyone else out.



Danger warns Cyclops that their defenses are failing and they should retreat, but Cyclops notices Wolverine is missing.  Uh-oh.  Both Avengers and X-Men rush inside the complex, only to find everyone down for the count, and Hope long gone.



Hope has decided that neither team truly has her best interests at heart, and decides to go it alone.  Fortunately, she was raised in the future by a nomadic cyborg mutant with a bad attitude, so she can take care of herself.



Winner: Hope

The Battle

For the map, I chose the obvious Utopia map from the AvX set.  It's a very straightforward indoor map with a central room, and walls that do a fair job of dividing up the battlefield.  There's a chunk of hindering terrain in the center of the map, as well as some squares here and there.  Pretty cut and dry.



As for our teams, I was relieved to have a smaller battle after that last monster 1,300 pointer I did.  I thought this would also be a good opportunity to use the Phoenix resource to add some spice and simulate Hope's Phoenix powers.

X-Men

avx009 V Cyclops
Team: X-Men
Range: 8 :bolt:
Points: 150
Keywords: Ruler, X-Men

(Speed) Ongoing Optic Blasts: Cyclops can use Force Blast and Running Shot. When he uses Running Shot, after actions resolve, he can use Force Blast as a free action.

(Damage) Let's Put The World Back On Track: Cyclops can use Leadership and Outwit. When he uses Leadership, adjacent characters with a shared keyword are considered to have a lower point value.

avx010 V Emma Frost
Team: X-Men
Range: 0 :bolt:
Points: 125
Keywords: Hellfire Club, Hellions, X-Men

(Special) Scott Can Handle It: Emma Frost's powers can't be countered. When a friendly character with the X-Men keyword is more than four squares away, Emma Frost can use Sidestep.

(Attack) It's Her Decision: Emma Frost can use Outwit and has a range value of 7.

(Defense) Diamond Form: Emma Frost can use Exploit Weakness, Impervious, and Shape Change.

aw021 V Warpath
Team: X-Men
Range: 0 :bolt:
Points: 68
Keywords: New Mutants, X-Force, X-Men

avx016 E Hope Summers
Team: X-Men
Range: 0 :bolt:
Points: 122
Keywords: Avengers, Future, K'un Lun, X-Men

(Special) Power Mimic: Give Hope Summers a free action. Choose a standard power possessed by any character within 4 squares. Hope Summers can use that power until your next turn as if she had a range value of 6.

(Speed) Jet Pack: Hope Summers can use Charge and the Flight ability.

I also assigned her the Cyclops Phoenix Fragment, which grants her Poison, Flight, and Ranged Combat Expert.  In addition, she can use one of the following powers each turn:
Fragments Phoenix Power
Namor - Avengers, Defenders, and X-Men team abilities.
Colossus - Invulnerability
Emma Frost - Telekinesis
Magik - Characters can use the Mystics team ability, but only when hit with a ranged combat attack.

The Phoenix dial itself starts by granting her +2 speed, Telekinesis, and Invulnerability, but as she KO's or rolls doubles, it can click into new powers.

All of that comes to a total of 495 points with an X-Men Theme Team bonus.  I already knew that Warpath would prove to be a one-hit wonder at best, and Emma isn't a character I've had much luck with, but I was hopeful for Cyclops and Phoenix-powered Hope to deal the bulk of my damage.

Avengers

avx001e E Captain America
Team: Avengers
Range: 5 :bolt:
Points: 100

(Improved) Combat Training: Improved Movement: Ignores Hindering Terrain, Ignores Characters

(Special) Avengers Assemble!: Captain America can use Leadership. When he does and the result is 6, you may place a friendly character with the Avengers keyword, a lower point value, and within 4 squares adjacent to him, but only if you remove the action token from that character.

(Special) Super Soldier & Shield: At the beginning of your turn choose either Combat Reflexes or Energy Shield/Deflection. Captain America can use that power until the beginning of your next turn.

(Attack) Take Down: Captain America can use Incapacitate as if he had 2 targets. When he does and hits 2 characters, he may give one hit character 2 action tokens instead of giving each of them one. If that character can't be given the second action token, deal it 1 penetrating damage instead.

avx005e E Wolverine
Team: Avengers|X-Men
Range: 0 :bolt:
Points: 125
Keywords: Avengers, Martial Artist, Soldier, X-Force, X-Men

(Improved) Best There Is...: Improved Movement: Ignores Hindering Terrain

avx004e E Spider-Man
Team: Avengers|Spider-Man
Range: 5 :bolt::bolt:
Points: 100
Keywords: Avengers, Scientist, Spider-Man Family

(Improved) Webs Get Me Anywhere: Improved Movement: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Outdoor Blocking Terrain, Ignores Characters

(Special) Whatever a Spider Can: When Spider-Man is the target of a ranged combat attack, he can use Super Senses, but evades the attack on a result of 4 - 6.

fi007 E Iron Fist
Team: No Affiliation
Range: 0 :bolt:
Points: 80
Keywords: Avengers, Defenders, Heroes for Hire, Martial Artist, Mystical

(Improved) Master of K'un Lun: Improved Movement: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Characters

(Defense) Immortal Weapon of Agamotto: Iron Fist can use Combat Reflexes and Super Senses.

(Damage) The Iron Fist: Iron Fist can use Close Combat Expert. When he does and has no action tokens, if his attack total is at least 2 greater than his target's defense value, modify his damage value by an additional +1.

av038 R Giant-Man
Team: Avengers
Range: 0 :bolt:
Points: 82
Keywords: Avengers, Scientist, West Coast Avengers

(Damage) Genius: Giant-Man can use Perplex, but can target only himself or a friendly character within 4 squares and he can modify a combat value only by +2 with each use.

I gave each of our Avengers the Avengers (Heroic Age) ATA, which allows them to roll a die after they take a move action, and if they roll a 6, they remove the action token.  The total came out to 497 points.  Captain America was great in the last fight, and his Leadership and Takedown abilities are just awesome.  I was also excited to use a modern Spider-Man.  Giant-Man would probably hold his own, but I was really looking forward to his Genius ability coming into play.  Finally, this is not my favorite Wolverine dial, but he should be able to tear any of our X-Men apart in close combat just the same.  

Avengers win roll-off for first turn

Starting Locations
Avengers
Spider-Man – H2
Giant-Man – I2
Captain America – J2
Wolverine – K2
Iron Fist – L2
X-Men
Warpath – F23
Emma Frost – H23
Cyclops – I23
Hope – J23

Cap fails his leadership roll, and moves to M11, D6 for ATA – 3
Wolverine moves to D10, D6 for ATA – 4
Giant-Man moves to the ultra-heavy object at G9, D6 for ATA – 1
Spider-Man perplexes his own speed and moves to E11, D6 for ATA – 4
Iron Fist moves to L11, D6 for ATA – 5
Cyclops moves to I17 and Outwits Giant-Man’s Super Strength
Warpath moves to D18, Emma moves to I18, Hope moves to J15


Cap rolls a 6 for his leadership, which allows him to move Iron Fist adjacent to him in M12, and remove an action token from him.
Cap running shots to M15 and tries to use Take Down on Hope.  He misses on a 16, but Iron Fist uses TTPC to reroll that into a 17 which hits Hope, maxing her action tokens and giving her a push damage.
Wolverine moves to E18, D6 for ATA – 6 = Token removed
Giant-Man and Spidey clear
Cyclops Leadership succeeds and he removes a token from Emma
Warpath punches Wolverine with Exploit Weakness and misses on a 12.  He takes a push damage.
Cyclops outwits Cap’s Invulnerability and shoots him, rolling a hit with a 22.  This deals 5 damage because of Emma’s Enhancement, which KO’s Cap with a single hit.
Emma moves to F18, and Hope clears

Giant-Man charges to H13 with the ultra-heavy object and tries to crush Hope, but he misses on a 16 thanks to her Combat Reflexes.  The ultra-heavy is gone now.
Wolverine attacks Emma, hitting on a 20.  Unfortunately for him, she rolls a 6 for her Super Senses
Spider-Man moves to E17, D6 for the ATA – 4.  He then perplexes Wolverine’s defense +1
Iron Fist Clears
Hope mimics Energy Shield before using Ranged Combat Expert (from Cyclops Fragment) on Giant-Man for +2 damage.  She rolls a 19, which hits and deals him 3 damage thanks to his toughness.
Emma, Cyclops and Warpath clear



Iron Fist charges to J17.  He hits Cyclops on an 18 for 3 damage.
Giant-Man uses genius to perplex Iron Fist’s defense by +2
Wolvie and Spidey clear
Emma outwits Spidey’s Invincible and punches him, missing on a 16
Warpath punches Spider-Man and misses on a 13
Cyclops Force Blasts Iron Fist, knocking him back into a wall and dealing him 1 damage.
Hope clears

Giant-Man moves to G16, D6 for ATA – 1.  He then perplexes Spidey’s damage by +2
Spidey then perplexes his own attack by +1 and punches Emma, missing on a 16.  Wolvie then uses TTPC to reroll that to a 19, hitting for 5 damage.
Iron Fist clears
Hope charges to H15 and punches Giant-Man, hitting on an 18 for 2 damage.  I’m hoping to KO him so she can increase the clicks on the Phoenix dial.
Cyclops shoots at Iron Fist, rolling a critical miss and taking a damage.
Emma tries to Mind Control Wolverine, but misses on a 13.  She uses her probability control to reroll that into a 20, which hits.
Wolverine attacks Spider-Man, missing on a 14
Warpath clears

Iron Fist charges to J17 and hits Cyclops on a 20, dealing 2 damage. 
Giant-Man and Spidey perplex Wolvies damage by +3, and Wolverine punches Emma and hits on a 17.  He deals 6 damage which KO’s her.
Giant-Man and Spider-Man clear
Hope has Poison from the Cyclops fragment, and she uses that to deal 1 damage to Giant-Man
Warpath punches Wolverine, but misses on an 11
Cyclops and Hope clear

Giant-Man and Spider-Man perplex Spidey’s attack and damage by +1, then Spidey charges to G15, and hits Hope on a 19, dealing 2 damage due to her invulnerability from the Phoenix resource
Iron Fist and Wolvie clear
Hope poisons, but Giant-Man and Spidey have toughness so they’re OK.
Hope Power Mimic’s Blades/Claws/Fangs from Wolvie, perplexes her attack by 1 and hits Spider-Man on an 18. She then rolls a 2 for the BCF, which is reduced to 1 damage.
Cyclops uses Ranged Combat Expert to pump his attack by +2.  He then shoots at Iron Fist but misses on a 14.
Warpath clears

Wolvie attacks Warpath, missing on a 14
Giant-Man tries to break away from Hope, but fails.  He then perplexes Hope’s attack by -1
Iron Fist uses CCE on Cyclops and rolls a 21 and doubles, KOing him
Spidey clears
Warpath misses because that’s what he does.
Hope clears

Wolverine hits Warpath on an 18, but his BCF only hits for 1 damage
Spidey crits Hope and deals 1 damage thanks to invulnerability
Giant-Man and Iron Fist clear
Warpath…CRITS WOLVERINE!  Wolvie takes 3 damage due to toughness, Warpath then takes a push damage
Hope tries to punch Spidey but misses on a 14

Spidey outwits Hope’s perplex and punches her, missing on a 14
Iron Fist charges to I15 and hits Hope on a 21, but deals no damage due to invulnerability
Wolvie clears
Hope poisons Iron Fist for 1 damage
Hope and Warpath clear

Wolverine attacks Warpath, hitting on a 17 and rolling a 5 for BCF, which is reduced to 4 from toughness
Spider-Man outwits Hope’s perplex again
Spider-Man and Iron Fist clear.
Hope poisons Iron Fist again for 1 damage and then attacks Iron Fist, but misses on a 15

Wolverine attacks Warpath, rolling doubles on an 18 and dealing enough damage with BCF to end him.

Iron Fist hits hope on a 19 with Exploit Weakness, and KO’s her as well.

Winner: Avengers

Well, that was a fun one, but it felt one-sided.  That usually means I messed up somewhere.  I thought it was going to be one-sided in the other direction at first when Cyclops one-shotted Cap, but Hope just never managed to wear through Giant-Man's dial, and Iron Fist Vs. Cyclops is a battle we've seen before.  It was still great fun, though.  Next up, we start our first of a 5-part mini-series of single panel battles and see where Hope ran off to!

Thursday, February 5, 2015

Comic Book Battles - Episode 6: Avengers Vs. X-Men #1-2

Welcome back to Comic Book Battles!  This week, we're going to crank this AvX event up full blast.  That's right, we're opening with a bang with a double issue mega-battle!  I'm going to warn you right up front that this is a really long one, but hopefully it's still entertaining.  The battle alone took over 6 hours to complete!  So sit back and enjoy the opening salvo in the battle between these two iconic teams.

The Comic Book 


"Avengers vs. X-Men (Part One)"
Writers Brian Michael Bendis
Pencilers John Romita Jr.
Inkers Scott Hanna
Colourists Laura Martin
Letterers Chris Eliopoulos
Editors Tom Brevoort

We open on Nova out in space, rocketing towards earth at tremendous speeds.  Now, this is the young Nova who had previously only appeared in the "Mavel Point One" issue to my knowledge.  Point One is an annual book that introduces characters and stories that will play a major role in the Marvel universe over the next year.  Well, this new Nova is on his way to warn everyone and everything that the Phoenix is coming, and it's not going well.



Eventually, he makes his way to Earth, but finds himself moving far too quickly to stop himself before he creates an impact crater in the middle of New York.  The Avengers assemble on the scene to defeat whatever evil space menace has landed this week, only to find our young Nova.  He does his best to warn them, but he's exhausted and collapses before he can explain further.


Fortunately, Tony Stark is a pretty bright guy, and he figures out exactly what's coming.  He and Cap bring this to the attention of the government, and they collectively agree that they need to find who the Phoenix is coming for and put that person into protective custody while they come up with a plan to stop the Phoenix before it reaches Earth.

Wolverine, being an Avenger in addition to running his own mutant school out in Westchester, New York, knows exactly who the Phoenix is coming for.  He tells Captain America all about Hope, and warns him that Cyclops undoubtedly knows that the Phoenix is coming as well, and he will have a plan for what comes next.  

Speaking of ol' One-Eye, he's training Hope by beating the crap out of her.  He's the best.  While he's beating on her, she continues to ask him what the hell his problem is.  Finally, she gets fed up with him dodging her questions and goes full Phoenix nuclear on him



Afterward, his senior staff and advisers, consisting of Emma Frost, Namor, Magneto, Colossus, and Magik talk with him about the Hope and the Phoenix.  Cyclops is more certain than ever that the Phoenix will create a rebirth for the mutant race.  I'm not sure I agree with his reasoning here, since the Phoenix hasn't ever done anything but destroy planets and cause it's hosts to go insane.  But apparently, I'm the only one who questions his logic.  His mutant homies are like "OK, yeah, cool."

So, you know where this is headed.  Cap shows up on Utopia, and Scott comes out to meet him.  Cap tries to use the super power of logic and reason on him, but Cyclops (and probably all X-Men) are immune to that power.  As a result, the conversation doesn't go well.  Cyclops acts pretty childish here, considering he's the self-appointed leader of an entire race of endangered people.  He asks Cap where he's been throughout the years when mutants were having trouble. 



Aaaaaaand then Cyclops blasts him.  As you might expect, Captain America "Avengers Assemble"'s all over his ass:



And Cyclops "To Me, My X-Men"'s right back at him:


And everyone starts kung-fu fighting.  Meanwhile, Hope is inside a building in Utopia, watching this whole thing unfold.  Outside, Iron Man fights Magneto, Thing fights Namor, Dr. Strange fights Magik.  In truth, some really great battle scenes.  Quicksilver and Scarlet Witch, brother and sister (maybe?), are watching this as well, and Quicksilver decides he can't just sit around and watch and asks his sister to come with him, but she declines.  A few seconds and a couple hundred miles later, he has a brief family reunion (again, maybe?).


That's not the only family in trouble, though.  The honeymoon is over for our resident Wakandans:


But wait, we've seen all these great battles, but where on earth is Spider-Man and Wolverine?  Well, tune in next time to find out!

The Battle

The map selection was easy once again.  I chose to use Utopia West.  I found that this map had a really cool setup.  We have water terrain along the lower edge, and elevated terrain along the top edge.  One team sets up in a standard starting area, while the other starting area is more of a square area in one of the corners.  It was a lot of fun to play on, for sure.



The teams were a little more interesting to select.  I started by adding the core X-Men team from the AvX set: Cyclops, Colossus, Magik, Magneto, and Namor.  Then I added some of the most important supporting characters.  I think the only X-peeps that I didn't include in this battle were Dr. Nemesis (not clixed), Hezibah, Gambit, Rogue, Magma and Domino.  They didn't play a very active role in this battle, and we'll be seeing more of them in later battles in this series (well, except Dr. Nemesis).  

For the Avengers, I had to be a little more creative.  Cap and Iron Man were easy to grab from the AvX set, but then I had to look elsewhere for the rest.  I wanted to keep these teams theme teams, so it was important to get the right version of each character.  For example, the only Thing that's an Avenger is the one I used, and Daredevil is in pretty much the same boat.  Once I had a good selection of characters, I had to mix and match until I found an adequate point balance between the two teams.  Enough jabbering, though.  Let's see who we ended up with!

X-Men

avx009 V Cyclops
Team: X-Men
Range: 8 :bolt:
Points: 150
Keywords: Ruler, X-Men

(Improved) I Can Still See the Dream: Improved Targeting: Ignores Blocking Terrain. When a ranged combat attack resolves, any blocking terrain along its line of fire to the target is destroyed;  May make a ranged combat attack when adjacent to an opposing character.

(Speed) Ongoing Optic Blasts: Cyclops can use Force Blast and Running Shot. When he uses Running Shot, after actions resolve, he can use Force Blast as a free action.

(Damage) Let's Put The World Back On Track: Cyclops can use Leadership and Outwit. When he uses Leadership, adjacent characters with a shared keyword are considered to have a lower point value.

avx010 V Emma Frost
Team: X-Men
Range: 0 :bolt:
Points: 125
Keywords: Hellfire Club, Hellions, X-Men

(Special) Scott Can Handle It: Emma Frost's powers can't be countered. When a friendly character with the X-Men keyword is more than four squares away, Emma Frost can use Sidestep.

(Attack) It's Her Decision: Emma Frost can use Outwit and has a range value of 7.

(Defense) Diamond Form: Emma Frost can use Exploit Weakness, Impervious, and Shape Change.

avx011 V Namor
Team: X-Men
Range: 0 :bolt:
Points: 225
Keywords: Atlantis, Defenders, Illuminati, Ruler, X-Men

(Improved) Boiling Rage: Improved Movement: Ignores Characters

(Special) Imperius Rex!: When Namor is hit with an attack or given a second action token, put a Rage token on his card. Before Namor rolls for an attack, you may remove a Rage token from his card so that the attack deals penetrating damage.

(Defense) Entrenched Recovery: Namor can use Toughness. When Namor occupies water terrain, he can use Regeneration and, when it's not your turn, opposing characters can't draw a line of fire to him.

avx012 V Colossus
Team: X-Men
Range: 0 :bolt:
Points: 175
Keywords: Armor, Mystical, X-Men

(Improved) Mantle of the Juggernaut: Improved Movement: Ignores Hindering Terrain, Ignores Blocking Terrain and destroys Blocking Terrain as the character moves through it.

(Speed) I Believe In The X-Men: Colossus can use Charge and Plasticity. If he has two action tokens, adjacent friendly characters that can use the X-Men team ability can use that team ability as a free action.

(Defense) Steel-Skinned X-Man: Colossus can use Defend and Impervious.

avx013 V Magik
Team: Mystics|X-Men
Range: 5 :bolt::bolt:
Points: 125
Keywords: Mystical, X-Men

(Special) Teleportation Disks: Give Magik a power action and choose an adjacent character. Place Magik in any square within range, place the chosen character in an adjacent square, and roll a d6. On a result of 1-4, the chosen character can't be given a non-free action until your next turn.

(Speed) I've Beaten Belasco: Magik deals penetrating damage to characters with the Mystical keyword.

avx014 V Magneto
Team: X-Men
Range: 8 :bolt::bolt:
Points: 200
Keywords: Ruler, X-Men

(Special) Are You Sure About This, Scott?: Magneto can use Energy Shield/Deflection and Telekinesis. During the beginning of your turn, if Magneto has two action tokens, he can use Telekinesis as a free action, but may only use it to place friendly characters.

(Speed) Magnetic Field: Magneto can use Force Blast. When he has no action tokens, he can use it as a free action.

wxm018 V Sunspot
Team: No Affiliation
Range: 0 :bolt:
Points: 76
Keywords: Fallen Angels, Hellfire Club, New Mutants, X-Corps, X-Force, X-Men

(Damage) Secondary Mutation: Sunspot has "Wing Symbol" and a range value of 6.

wkM-020 V Psylocke
Team: X-Men
Range: 0 :bolt:
Points: 62
Keywords: Excalibur, The Hand, Mojoverse, X-Men, X-Force

(Improved) Ninja: Improved Movement: Ignores Hindering Terrain

(Attack) A Well Placed Blade: Psylocke can use Blades/Claws/Fangs. If her attack roll is 10 or higher and she uses Blade/Claws/Fangs to replace her damage, that damage is penetrating.

(Damage) Telepathic Illusions: Psylocke can use Shape Change. If the character targeting her can't use Mind Control or Outwit or Perplex, she succeeds on a roll of 4-6.

(Black-circle) WXM T001 X-Men: Blue Strike Force: Characters on a Solo Adventure from this team character can use Shape Change.

m10a007 E Storm
Team: X-Men
Range: 8 :bolt:
Points: 59
Keywords: Deity, Morlocks, Ruler, X-Men

(Special) Battlefield Promotion: Storm: When Storm hits one or more opposing characters, after actions resolve, place a Promotion Token on her character card. You may then roll a d6 that can't be rerolled and add 1 for each Promotion Token on her character card; on a result of 8 or higher, you may replace this character with M10A #020 Storm on the same click number.

aw021 V Warpath
Team: X-Men
Range: 0 :bolt:
Points: 68
Keywords: New Mutants, X-Force, X-Men

To top all of that off, I gave them all the X-Men (Utopia) ATA which gives the highest point character on the team Leadership.  The total points came out to 1,295, and gave the team 10 uses of Theme Team Probability Control.  I knew immediately that the AvX X-Men team would be the heavy hitters, but I was excited to use the new Psylocke also.  Sunspot I wasn't so sure about, having never used him.  I have used that Storm before though, and she makes a great sniper piece.  With Warpath, I was just looking to tie up some of the Avengers for a while, and had no intention of him doing much damage.

Now, let's look at our Avengers:

Avengers

avx001 V Captain America
Team: Avengers
Range: 5 :bolt:
Points: 200
Keywords: All-Winners Squad, Avengers, Invaders, Past, S.H.I.E.L.D., Soldier

(Improved) Combat Training: Improved Movement: Ignores Hindering Terrain, Ignores Characters

(Special) Avengers Assemble!: Captain America can use Leadership. When he does and the result is 6, you may place a friendly character with the Avengers keyword, a lower point value, and within 4 squares adjacent to him, but only if you remove the action token from that character.

(Special) Super Soldier & Shield: At the beginning of your turn choose either Combat Reflexes or Energy Shield/Deflection. Captain America can use that power until the beginning of your next turn.

(Attack) Take Down: Captain America can use Incapacitate as if he had 2 targets. When he does and hits 2 characters, he may give one hit character 2 action tokens instead of giving each of them one. If that character can't be given the second action token, deal it 1 penetrating damage instead.

avx002e E Iron Man
Team: Avengers
Range: 7 :bolt::bolt:
Points: 100
Keywords: Armor, Avengers, Illuminati, Scientist

(Special) Enhanced Repulsors: All of Iron Man's attacks generate knock back.

(Damage) Inventing on the Fly: Once per turn, Iron Man can use Outwit or Perplex.

dp033 V Red Hulk
Team: No Affiliation
Range: 0 :bolt:
Points: 150
Keywords: Avengers, Circle of Four, Hulkbusters, Intelligencia, Offenders, Soldier, Thunderbolts

(Speed) I'll Assassinate Cyclops, If You Won't: Red Hulk can use Running Shot, Improved Targeting: Ignores Hindering Terrain, and has a range value of 6.

(Damage) Soldier On: Red Hulk can use Leadership. When he does and succeeds, each friendly character that shares a keyword with him and is a lower point value can use Willpower this turn.

m10a003 E Thing
Team: Fantastic Four
Range: 0 :bolt:
Points: 128
Keywords: Avengers, Brute, Celebrity, Fantastic Four, Soldier

(Damage) Lemme Grab Somethin': Thing can use Super Strength.  Give Thing a move action when he has no action tokens and is not holding an object; after actions resolve, give him a standard light object from outside the game.

ca014 V Luke Cage
Team: Avengers
Range: 0 :bolt:
Points: 98
Keywords: Avengers, Heroes for Hire, Marvel Knights, Thunderbolts

(Defense) Bulletproof Skin: Luke Cage can use Willpower and Toughness. When a character attacks Luke Cage with a ranged combat attack, he can use Invulnerability instead of Toughness.

cw032 V Quicksilver
Team: Avengers|X-Men
Range: 0 :bolt:
Points: 111
Keywords: Avengers, Brotherhood of Mutants, Inhumans, X-Factor

(Special) Sibling Duo: When a friendly character named Scarlet Witch is adjacent to Quicksilver, modify both their attack values by +1 if not already modified by this effect.

(Attack) Arrogant Assault: Quicksilver can use Flurry. He may use it normally, or as a free action instead of a close combat attack while using Hypersonic Speed. If he uses it in this way, modify his defense value by -1 until your next turn for each hit.

av024 V Black Panther
Team: Spider-Man
Range: 0 :bolt:
Points: 92
Keywords: Avengers, Fantastic Four, Ruler

asm005 E Dr. Strange
Team: No Affiliation
Range: 6 :bolt:
Points: 90
Keywords: Defenders, Midnight Sons, Mystical

(Special) Gather Them: Secret Defenders or Midnight Sons?: At the beginning of the game, choose one: Dr. Strange and adjacent friendly characters can use the Defenders team ability; or Dr. Strange and adjacent friendly characters can use the Mystics team ability, but only to deal damage to adjacent opposing characters.

dp015 V Daredevil
Team: No Affiliation
Range: 4 :bolt:
Points: 108
Keywords: Avengers, Martial Artist, Marvel Knights, The Hand

(Improved) Rooftop Acrobat: Improved Movement: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Characters;  Improved Targeting: Ignores Hindering Terrain

(Special) Ally of Heroes: At the beginning of the game, choose Enhancement or Empower. Daredevil can use that power this game. A Heroes for Hire themed team may include Daredevil and is still a theme team.

(Special) Radar Senses: Daredevil can use Super Senses.

av038 R Giant-Man
Team: Avengers
Range: 0 :bolt:
Points: 82
Keywords: Avengers, Scientist, West Coast Avengers

(Damage) Genius: Giant-Man can use Perplex, but can target only himself or a friendly character within 4 squares and he can modify a combat value only by +2 with each use.

fi007 E Iron Fist
Team: No Affiliation
Range: 0 :bolt:
Points: 80
Keywords: Avengers, Defenders, Heroes for Hire, Martial Artist, Mystical

(Improved) Master of K'un Lun: Improved Movement: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Characters

(Defense) Immortal Weapon of Agamotto: Iron Fist can use Combat Reflexes and Super Senses.

(Damage) The Iron Fist: Iron Fist can use Close Combat Expert. When he does and has no action tokens, if his attack total is at least 2 greater than his target's defense value, modify his damage value by an additional +1.

av056 U Hawkeye
Team: Avengers
Range: 8 :bolt:
Points: 56
Keywords: Avengers, Great Lakes Avengers, Thunderbolts, West Coast Avengers

(Attack) Sharpshooter: Give Hawkeye a power action to make a ranged combat attack. Modify his attack value by +2 for the attack.

(Defense) Smoke Arrow: Hawkeye can use Smoke Cloud.

Whew, all of that came out to 1295!  I was pretty happy to get a matching point value between these two teams.  No ATA for the Avengers, but they are a theme team with 12 uses of Theme Team Probability Control at their disposal.  Better yet, I felt like the Avengers had a good spread of decent characters.  I absolutely love Luke Cage and Iron Fist in the comics, so any chance to use them in a game is going to make me a happy camper.  The only dubious choice I felt I made was in the Hawkeye that I used, but he would have to do.  

Avengers Win roll for first turn, and we begin setup:

Starting locations

Avengers
Daredevil – L2
Iron Man – L1
Giant-Man – K2
Dr. Strange – K1
The Thing – I2
Black Panther – H2
Red Hulk – G2
Luke Cage – F2
Iron Fist – F1
Captain America – E2
Hawkeye – E1
Quicksilver – D2

X-Men
Colossus – M21
Warpath – N21
Cyclops – O21
Psylocke – P21
Magneto – M22
Magik – N22
Emma Frost – O22
Namor – M23
Storm – N23
Sunspot – M24

Dr. Strange chooses Mystics team ability for his trait
Daredevil chooses Empower for his trait

Let's get things started!

Captain America moves to E9
Thing moves to I9 and picks up heavy object
Giant-Man carries Daredevil to K8, sits on Super Heavy object
Daredevil placed at K7
Iron Man moves to N9
Dr. Strange moves to N8
Black Panther moves to J9
Red Hulk moves to D11
Hawkeye moves to D8
Luke Cage moves to F10
Iron Fist moves to F9

Magneto uses Telekinesis to move Colossus to I17
Magik uses Teleportation Discs to move to J18, taking Magneto with her and dropping him at I18
Warpath moves to L13
Psylocke moves to P15
Cyclops moves to L17
Emma Frost moves to K17
Storm moves to E19, in hindering
Namor moves to D16, picking up a light object
Sunspot moves to H17

Captain America passes Leadership, removing an action token from Hawkeye
Luke passes Leadership, removes an action token from Iron Fist
Red Hulk charges to C15, and smashes Namor with a light object. He hits on a 19 and Namor fails Impervious, taking 3 damage after reduction. Namor gets a rage token.
Captain America running shots using Takedown on Namor and Sunspot – a 20 hits both, and they both receive a second action token. Namor gets a rage token as a result.
Hawkeye Running Shot to F12, shooting Sunspot. Sunspot uses Colossus’ defense thanks to Defend and the shot misses on a 16
Daredevil charges Warpath, moving to L12 and critically missing, causing him to take a click of damage
Iron Man Running Shots to N13, shooting Psylocke and Warpath, but missing both on a 15
Giant-Man charges Warpath, moving to K12 and missing on a 15, taking a push damage and destroying the super heavy object he held
Quicksilver moves to E9
Luke Cage, Thing, Black Panther, and Dr. Strange clear

Cyclops fails his leadership
Colossus charges Captain America with a heavy object, moving to G15 and rolling a critical hit. Captain America fails his Impervious roll and takes 5 damage and gets knocked back into the ocean at A9
Magneto Running Shots to J14, shooting Daredevil and Iron Man, hitting on a 21, dealing 1 damage to each thanks to their Toughness
Warpath uses Exploit Weakness on Giant-Man, missing on a 16 and taking a push damage
Cyclops shoots Iron Man, missing on a 16
Storm, Magik, Sunspot, Namor, Emma Frost, and Psylocke clear



Iron Fist Charges Colossus, moving to G14 and hitting on a 20. Colossus passes his Impervious roll, reducing damage to 0
Luke Cage charges Colossus, moving to F14 and hitting on a 21. Colossus fails his Impervious roll and takes 2 damage
Thing moves to J15
Black Panther moves to O14 and perplexes his Defense +1
Daredevil Flurries Warpath, missing on a 13, but then hitting on an 18, dealing 1 damage thanks to Toughness
Dr. Strange moves to E12
Hawkeye, Captain America, Red Hulk, Giant-Man, and Iron Man all clear

Namor uses Imperious Rex on Red Hulk with a light object, hitting on a 21 for 5 damage
Colossus punches Iron Fist, missing on an 18 thanks to Combat Reflexes
Sunspot charges Iron Fist and hits on a 19, but Iron Fist passes his Super Senses
Psylocke punches Black Panther, hitting on a 21 and using Blades to deal 2 damage due to Toughness, then perplexes her Defense +1
Storm uses Ranged Combat Expert on Dr. Strange with +2 damage, hitting on a 19 for 5 damage. Dr. Strange then Masterminds it all to poor Hawkeye
Magik uses Teleportation Discs to move to F17 and taking Emma with her, dropping her off at F16, but Emma fails the roll after and cannot take an action this turn, but outwits Red Hulk’s Close Combat Expert anyway
Warpath, Magneto, and Cyclops clear



Luke Cage passes leadership and removes an action token from Iron Fist
Captain America moves to D13
Hawkeye uses Smoke Cloud to place smoke in F12, E12, and D13
Red Hulk punches Namor, but misses on a 16
Iron Fist uses Close Combat Expert on Colossus with +2 damage, but misses on a 16. Luke Cage isn’t going to let it go down like that, though, and uses Theme Team Probability Control to reroll that…into a critical failure. Luke takes a push damage from the TTPC use and Iron Fist takes a damage from the fail. Thanks, Luke
Quicksilver uses Hypersonic Speed to move to E15 and use Arrogant Assault on Emma, hitting on a 19. Emma fails her Super Senses and takes 2 damage. For the second attack, Quicksilver rolls a miss on a 14. He then breaks away and continues his move to D18
Thing punches Magneto with a heavy object, hitting on a 20 and dealing 4 damage due to Magneto’s Impervious, and taking a push damage himself
Giant-Man punches Warpath, hitting on a 16 and dealing 1 damage due to Toughness
Iron Man Running Shots to N15, shooting Psylocke and Cyclops, rolling an 18 which misses Cyclops but hits Psylocke for 3 damage
Dr. Strange, Daredevil, and Black Panther clear

Cyclops outwits Iron Man’s Toughness and shoots Iron Man, hitting on a 17 for 4 damage
Magneto takes a free Force Blast shot on Thing, rolling a 4 and knocking him off the elevated terrain. Thing doesn’t take any damage thanks to Invulnerability
Magneto then outwits Black Panther’s Toughness and shoots him, missing on a 14
Warpath punches Daredevil, missing on a 12
Sunspot punches Iron Fist, missing on a 17
Emma charges Luke Cage, moving to F15 and using Exploit Weakness, but misses on a 15. Magik uses Probability Control to reroll that into an 18, hitting and dealing 3 damage. See, Luke? That’s how you do it.
Namor uses Imperious Rex and punches Red Hulk, hitting on a 19 with doubles, dealing 4 damage and KOing him. He then gains a rage token for having two action tokens
Storm, Magik, Colossus, Psylocke clear

Captain America rolls a 6 for Leadership, allowing him to move Luke to D12 and removing an action token from him
Iron Fist uses Close Combat Expert for +2 damage on Colossus, hitting on a 22. Colossus fails his Impervious roll and takes 2 damage. Iron Fist takes a push damage.
Dr. Strange shoots Colossus, but misses on a 13
Captain America uses Takedown on Namor, hitting and dealing 1 damage since Namor already has two action tokens
Quicksilver uses Flurry on Storm and Crits for 3 damage on the first attack, knocking her back. He then takes a push damage
Black Panther Outwits Psylockes Telepathic Illusions, and hits on a 20 with doubles. Dealing 2 damage, then knocking her into the map edge for another 1 damage, KOing her
Iron Man uses Regeneration, but rolls a 1, healing 0 clicks
Daredevil Flurries on Warpath, missing on a 13, but then hitting on a 16 with doubles for 1 damage, and knocking Warpath back 1
Luke Cage tries to break away, but fails
Giant-Man, Hawkeye and Thing clear

Colossus punches Iron Fist, hitting on a 20. Iron Fist passes his Super Senses, so no damage
Storm shoots Thing, hitting on an 18 for 1 damage due to Invulnerability
Magik shoots Quicksilver, missing on a 17
Magneto Outwits Daredevil’s Energy Shield/Deflection and shoots, hitting on a 17 for 3 damage
Cyclops Outwits Thing’s Toughness and shoots him, hitting on a 22 for 4 damage
Warpath, Emma, Sunspot and Namor clear



Captain America passes his leadership and removes an action token from Dr. Strange
Dr. Strange uses Telekinesis to move Captain America to C15
Captain America uses Exploit Weakness on Namor, critically missing. Hawkeye uses Theme Team Probability Control, rerolling that into a 17, hitting and dealing 2 damage on doubles
Thing moves to I21
Giant-Man punches Warpath, critically hitting and dealing 3 damage, KOing him
Daredevil Sidesteps to K13, then uses Close Combat Expert on Magneto for +2 damage. He hits on an 18 for 3 damage due to Toughness
Iron Man, Luke Cage, Iron Fist, Black Panther, and Quicksilver clear

Emma charges to E13, hitting Dr. Strange for 3 damage, which he then Masterminds to Hawkeye, KOing him
Colossus punches Iron Fist, hitting on a 20. Iron Fist then passes his Super Senses, which at this point is just crazy
Sunspot punches Iron Fist, but misses on a 16
Namor moves to H21
Magneto, Cyclops, Magik, and Storm clear

Captain America passes leadership again
Iron Fist uses Close Combat Expert for +2 damage on Colossus, hitting on a 17 for 3 damage
Dr. Strange punches Emma, but she passes Shape Change to negate the attack. Strange then takes a push damage
Luke Cage flurries Sunspot, hitting on an 18 twice for 1 damage each due to Toughness
Iron Man uses Regeneration again for 1 click
Iron Man then Outwits Cyclops’ outwit
Black Panther moves to M17
Quicksilver uses Hypersonic Speed to move to G20 and Arrogant Assault on Namor, hitting twice for 2 damage each, KOing him. He then continues his move, ending at G21
Thing, Giant-Man and Captain America clear

Storm punches Quicksilver, hitting on a 19 for 3 damage
Sunspot punches Luke Cage, hitting on a 16 for 2 damage
Magneto takes a free Force Blast on Daredevil, knocking him back a square
Magneto then tries to Pulse Wave, rolling a 14 and missing everyone
Cyclops shoots at Black Panther, hitting on a 16 for 3 damage and choosing to knock him back 3 squares
Magik shoots Captain America, hitting on a 21 for 2 damage
Emma, Colossus clear



Captain America fails his leadership
Captain America then Charges to E16 and misses Magik on a 16
Iron Man Regenerates 4 clicks of health, bringing him back to his starting click
Giant-Man punches Magneto, but misses on a 16
Luke Cage punches Sunspot, missing on a 17
Thing punches Storm, hitting on an 18 for 3 damage and KOing her
Dr. Strange, Quicksilver, Iron Fist, Daredevil, and Black Panther clear

Cyclops Outwits Iron Man’s Toughness, then shoots him but misses on a 14
Magneto shoots Daredevil, hitting on a 16 for 2 damage, KOing him
Colossus punches Iron Fist, but misses on a 17
Emma outwits Strange’s Super Senses, then punches him, hitting on a 17 for 3 damage
Magik, Sunspot clear

Captain America fails his leadership
Captain America punches Magik, hitting on an 18. Magik then uses Probability Control to reroll that, but it’s an 18 again, dealing 3 damage to her, and 1 to Cap from Mystics team ability, KOing him
Quicksilver perplexes his damage +1 and uses Hypersonic Speed to move to G18 and punch Magik, hitting on a 20 for 2 damage
Iron Fist punches Colossus with Close Combat Expert giving him +2 damage, rolling a 20 on doubles. Colossus fails his Impervious and takes 3 damage, KOing him
Dr. Strange fails to break away from Emma
Black Panther moves to K14
Iron Man, Luke Cage, Thing, and Giant-Man all clear

Sunspot punches Luke but misses on a 14
Magik shoots at Iron Fist and misses
Cyclops, Magneto and Emma clear

Luke punches Sunspot, missing on an 18
Thing moves to G17
Black Panther punches Magneto, missing on a 15. Giant-Man uses TTPC, but it still misses on a 14. BP takes a push damage and is KOd
Quicksilver, Dr. Strange, and Iron Fist clear

Cyclops outwits Iron Man’s Toughness, then shoots him, hitting on a 22 for 4 damage
Magneto shoots Giant-Man, hitting on an 18 for 1 damage
Sunspot punches Luke Cage, hitting on an 18 for 2 damage, KOing him
Emma punches Doctor Strange, hitting on a 20 and rolling doubles, dealing 3 damage and KOing him
Magik clears

Quicksilver perplexes his damage +1 and punches Magik, but misses on a 12
Iron Fist uses Close Combat Expert for +2 attack on Sunspot, hitting on a 22 for 2 damage
Iron Man uses Regeneration to heal 1 click
Thing and Giant-Man clear

Magik punches Thing, but misses on a 14
Cyclops misses Iron Man on a 14
Magneto misses Giant-Man on a 15
Emma and Sunspot clear

Thing punches Magik, hitting on a 17 for 3 damage, KOing her, and dealing 1 damage to him from Mystics Team Ability
Giant-Man punches Magneto, critically missing and taking a damage as a result
Iron Man regenerates 2 clicks
Iron Fist and Quicksilver clear

Emma Frost charges to F16, missing Thing on a 14
Sunspot also misses, rolling a 14 on Iron Fist
Magneto and Cyclops clear

Iron Fist uses Close Combat Expert for +2 damage on Sunspot, hitting on a 20 for 5 damage, KOing him
Quicksilver perplexes his damage +1 and uses Hypersonic Speed to move to F17 and attacking Emma Frost. She fails her Shape Change. He rolls a 16, hitting her for 2 damage. Unfortunately I forgot about Invulnerability, so he breaks away to K17
Giant-Man and Thing clear

Cyclops outwits Iron Man’s Toughness, then rolls a 19 to deal 4 damage to him, which KO’s him
Magneto shoots Giant-Man, hitting on an 18 and dealing 2 damage
Emma clears

Thing punches Emma, but she passes her Shape Change
Giant-Man misses Magneto on a 13
Iron Fist and Quicksilver clear

Cyclops shoots Quicksilver, hitting on an 18. Quicksilver fails his Super Senses and takes 4 damage, KOing him
Magneto shoots Giant-Man but misses on a 12

Iron Fist charges to I15 using Close Combat Expert for +2 damage and hitting Magneto on a 20, dealing 5 damage and KOing him
Thing and Giant-Man clear

Emma outwits Thing’s toughness, and hits him on a 17 for 3 damage, KOing him
Cyclops clears

Iron Fist charges Cyclops but misses on a 16, taking a push damage

Cyclops shoots Iron Fist, hitting on a 20. But yep, Super Senses prevails again
Emma moves to J16
Iron Fist clears, then Cyclops and Emma do the same

Iron Fist uses Close Combat Expert to give him +1 attack and damage, hitting Cyclops on an 18, and dealing 3 damage

Cyclops misses Iron Fist on a 14
Emma misses Iron Fist on a 15

Everyone clears again

Iron Fist punches Cyclops and hits him for 1 damage
Emma hits Iron Fist on an 18, but…seriously? Super Senses again

Cyclops has had enough of this Super Senses garbage and Force Blasts Iron Fist for 6 squares, which knocks him off the elevated terrain and deals 2 damage to him as a result

Iron Fist clears

Cyclops moves to J17 and Emma clears

Iron Fist charges to I15 and punches Emma but misses on a 14

Emma misses Iron Fist on a 13, Cyclops clears

Iron Fist punches Emma, and her Shape Change fails, she takes 3 damage and is KO’d. Iron Fist takes a push damage as a result

Cyke moves to J16

Iron Fist hits Cyclops two more times and Cyclops can’t hit Iron Fist and is KOd.

Winner: Avengers

Man, that was an epic battle.  MVP of the Avengers side was obviously Iron Fist.  My luck with him rolling Super Senses on those rare occasions that he was hit was just insane.  If I were going to do this battle again (which believe me, I'm not going to) I would definitely make an effort to Pulse Wave IF to take away those defensive powers.  Also, I didn't note it as I was playing, but Cap was using his ability to choose between Combat Reflexes and Energy Shield/Deflection every turn, so don't worry about that.

On the X-Men side, I would say Cyclops ranked as one of the most effective.  He is a beat stick with that 4 damage starting click, especially if Emma is there to give him enhancement. I probably should have used the X-Men team ability at some point, but it was hard to find a good opportunity to spend an action on it.  I do wish that I had gotten to use Colossus' ability to have that team ability used on him for free.  Honorable mention goes to Namor as a runner-up for ass-kicking potential.

It was interesting how the battle split between the upper elevation and lower elevation areas as the game went on.  It really felt like the heavy hitters for both teams were on the beach, with Red Hulk and Namor going toe to toe, Colossus and Iron Fist duking it out, and a lot of other great match-ups.  I hope that this episode wasn't too long for you.  On the bright side, I doubt we'll do another battle that big anytime soon.  Next week, we check in with Wolverine to see what Mr. Stab-hands has in store for us!