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Author
Late Great Donald Blake

Moderator

Member Since: Sat May 17, 2008
Posts: 7,358


Here are the last fights in Round 1.  Again thanks for participating, and remember if you haven't voted for the previous bouts of the first round (YOU SHOULD), you can vote anytime up until the very end of the last match. 
cheers,
LGDB
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Sunday - Fight 1

 
Hatman


the Overachievers!


Captain America (Steve Rogers) - meta [EM]
Batman (Bruce Wayne) - street [EM]
Deathstroke - EM
Hawkman - PM
Squirrel Girl - PM



bonus - 2 days prep/training

VERSUS - Battlefield - Swiss Alps -

link - http://en.wikipedia.org/wiki/Swiss_alps


vermin


Heroic Kids!


Magni, no Mjolnir - PM
Genis-Vell, no cosmic awareness - PM
Havok - EM
Stature - EM
Rachael Summers, no Phoenix Force - EM


bonus - 2 days prep/training



Sunday - Fight 2

Exes


The Elements of Life!



Exiles Namora (Absorbs water into Power)- prime meta
Aquaman w/ water hand (Controls water) - prime meta
Tempest(DC)(Controls Water) - enhanced meta
Storm (create water) - enhanced meta
Kisame(Naruto)(Create and controls water)-enhanced meta

bonus - 6 hour battlefield prep


VERSUS - Battlefield - Themyscira


http://dc.wikia.com/wiki/Themyscira


BKRay


Her Majesty's Secret Superheroes
Hermione Granger, EM
Lionheart (Kelsey Leigh Kirkland), EM
Mina Harker, EM, League of Extraordianry Gentlemen
Jason Blood (Etrigan), PM
Captain Britain (Brian Braddock), PM


bonus - 2 days prep/training




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

Monday Fight 3

Surly Rockbottom

the Superlatives!


Mr. Terrific - meta [EM]
Mr. Incredible - enhanced meta
Prince of Orphans (Green Mist Amazing Man) - enhanced meta
Amazing Man (Markus Clay) - PM
Super-boy (Conner) - PM

bonus- Radiotelepathy


VERSUS - Battlefield - Carlsbad Caverns

http://en.wikipedia.org/wiki/Carlsbad_Caverns_National_Park


Amor Fati


Rising Son!

PM – Toyo Harada
PM – AOA Sunfire
EM – Gorgon
EM – Fuji
EM – Jolt

bonus - list of enemy names


Monday - Fight 4


RANDOM


Heroes of WW2!


Jenny Sparks - PM
Namor, the Sub Mariner -PM
Golden Age Wonder Woman - EM
Human Torch (Jim Hammond) - EM
Spitfire (Vampiric version) - EM


bonus - 6 hr battlefield prep


VERSUS - Battlefield -
Cloud City
http://starwars.wikia.com/wiki/Cloud_City

Los


Team Skin to Win!


Incredible Hercules (Marvel) - prime meta
Moondragon (Marvel) - prime meta
Gamora (Marvel) - enhanced meta
Starfire (DC) - enhanced meta
Psylocke (Marvel) - enhanced meta


bonus - 6 hr battlefield prep


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

Tuesday Fight 5

Dark Marvel


the Children of Heroes!


PM-Skaar
PM-Invincible
EM-Phobos
EM-Cable w/TO Virus
EM-Spider-Girl(MC2)


bonus - 6 hr battlefield prep


VERSUS - Battlefield - Desert planet of Tatooine
http://starwars.wikia.com/wiki/Tatooine

Thorion
THE SPECTRUMS OF LIGHT
PM:
Photon (Photons) -
(Marvel)
PM: Lightray (Light) -
(DC)
EM: X-Ray (X Rays) -
(Marvel)
EM:
Gammid (Ultraviolet) -
(CrossGen)
EM: Galvan (Infrared) -
(CrossGen)

bonus - 2 days prep training


Tuesday Fight 6

Joe Fixit
Classic Magneto (PM) [no blood tricks]
Ultimate Colossus (PM)
Magneta(EM) MC2 Universe [no blood tricks]
Polaris(EM) [no blood tricks]
WarBlade(EM)

bonus - 2 days prep/training


VERSUS - Battlefield - Alaskan Taiga 


http://en.wikipedia.org/wiki/Taiga



the Nephilim

PM- Pitt
PM- Ghost Rider(Johnny Blaze)
EM- Shiver Man
EM- Straw Man(Scarecrow)
EM- Venom(Brock)


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

Wednesday Fight 7

Incriptus
Born to the Future!

EM: Spiderman 2099
EM: Booster Gold
EM: Major Victory
PM: Batman 1,000,000
PM: Karate Kid


Bonus - list of enemy names


VERSUS - Battlefield - City of Asgard (Current Ruins) http://marvel.com/universe/Asgard


Tongan Giant


The Fantastic 15!


Wolverine - enhanced meta
Spider-man - enhanced meta
Human Torch - enhanced meta
Ghost Rider - Prime Meta
Professor Hulk - Prime Meta


bonus - Radiotelepathy




Wednesday Fight 8



xero

Those Who Came From Beyond the Grave!
Super Angel - prime meta
Gentleman Ghost - prime meta
Deadgirl - enhanced meta
Deathlok (Collins) - enhaned meta
Dr. Druid - enhanced meta

bonus - 2 days prep/training


VERSUS - Battlefield - African Serengeti Plains

http://en.wikipedia.org/wiki/Serengeti

DCR


the Evil Blondes


PM; Empress Hydra (Sue Storm from Eart 1720)
PM: Amora the Enchantress
EM: Lady Mastermind
EM: Evangeline A.K. McDowell
EM: Medusa Gorgon



bonus - 6 hr battlefield prep








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






RULES


Each team will be composed of 2 Prime Metas and 3 Enhanced Metas.

A few banned powers:

-reality or time manipulation
-power stealing or absorbing
-And finally, no loopholes that exploit 2 or more characters that come
together and create one uber character (uber being defined as anything
that reaches teambuster level)

All characters will act in character i.e. as they would from the period they are taken from comics.

Battlefield choice will be randomly selected and different for every bout.


Theme Teams - Everyplayer will draft two theme possibilities, which I
will approve. When you draft your team if it's in fitting with one of
the approved teams you get your bonus.

Bonus - Theme teams will get to choose from 2 days prep/training time
-OR- a list of enemy names -OR- Radiotelepathy -OR- 6 hours battlefield
prep.




BONUSES

2 days prep/training time - Your character's get two
days together assembled in the X-men's Dangerroom.  They can use this
time to get aquainted with one another, develop basic battle drills and
manuevers, and leaders can use this period to learn the capabilities of
their subordinates and inspire confindence.  They may NOT
create anything in the vein of inventions or prepatory magical spells
i.e. mages cannot enchant fellow teammembers during this period.  This
will be invaluable if you have a team of characters with dramatically
different or esoteric power types.  If for instance one of your
characters uses radiation and another character on the team has
radiation weaknesses, it will certainly behoove the latter character
that the former character know not to unleash untold amounts of
radioactive energy. 
 
A list of enemy names (and on hour to study the list) -
This one's fairly self explanatory.  Your team gets a list of the names
of your opponents, but no furhter description.  Of course this will
only come in handy if your characters would be familiar with those on
the list.   If all your character are DC, there will be no reason to
assume they'll be familiar with Marvel or Image character.  However, I
will allow the JLAvenger crossover as admissable.  I
see this as particularly valuable if you've got a team that mixes
characters from several universes and/or have members that are walking
databases like Tony Stark, Batman, Nick Fury,  etc.
 
Radiotelepathy
- This is a concept I borrowed from the
Authority.  Essentially, radiotelepathy is a series of  nano devices
that are applied to each member of your team; the devices allow each
member to hear the thoughts and telepathically speak to each other team
member.  This allows for obviously increased synthesis of
team coordination and organization, especially if you have a strong
leader on your team.  He or she can direct the team without having to
worry about loud noises or confusion on the battlefield.  Special note:
unlike the Authority's radiotelepathy, mine is infused with tournament
host magic: it cannot be tampered with by any means, be it magical,
telapathic, or technological.  Your individual characters can still be
affected, attacked, or controlled mentally and emotionally, but their
link with others cannot be severed.  Nor can radiotelepathy be used by
enemies as a network i.e. a way of connecting your entire team for the
purposes of controlling or mentally attacking all of them.
 
6 hours battlefield prep - This is also fairly self
explanatory.  Your team arrives at the battle site 6 hours early and can
use this time to their advantage.  This would be especially
advantageous to characters with high levels of environmental control,
allowing them to conform elements of the landscape such that their enemy
arrives in a place less conducive to the enemy team's survival or more
conducive to  their teams.  Or, if you, for instance, have the kind of
characters that can pull technology out of their ass (like Stonecutter
for example) you can use that time to set up all kinds of booby traps
like mines that only detonate on the other team or sentry guns.  Special
Note: I ask that anyone using this bonus say a little something about
how they would specifically "rig" the battlefield.  Unfortunately, if
two players have this bonus, neither of them are afforded any advantage.

Battlefields

1. Knowwhere
2. Galapagos Islands
3. Water World floating city
4. JLA Watchtower
5. Thymeschra
6. City of Asgard
7. Astroid M [orbiting Earth]
8. Blue Area of the Moon
9. Downtown Marvel Manhattan
10. Wakandan Jungle
11. Limbo
12. War World
13. Genosha
14. Apokolips
15. Grand Canyon
16. Ice World Hoth
17. The Gobi Desert
18. Swiss Alps
19. Pandoran Floating Mountains
20. Downtown Gotham City
21. Avenger’s Hydrobase
22. Avalon
23. The Savage Land
24. Utopia [X-men Island]
25. African Serengeti Planes
26. Downtown Metropolis
27. Mephisto’s Realm
28. Oa
29. Watchtower - JLA satellite
30. Volcanic planet of Mustafar
31. Dagobah Swamp
32. Carlsbad Caverns
33. madripoor
34. Broxton, Oklahoma
35. Morlock Tunnels
36. muir island
37. Desert planet of Tatooine
38. the Himalayas
39. Wundagore Mountain
40. Thanagar
41. The Deathstar
42. Sakaar
43. Mojoverse
44. Bizarro World
45. Gorilla City
46. Slaughter Swamp
47. Cloud City
48. Nanda Parbat
49. K’un L’un
50. Alaskan Taiga

No battlefield will be used more than once.







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Late Great Donald Blake

Moderator

Member Since: Sat May 17, 2008
Posts: 7,358


xero

Those Who Came From Beyond the Grave!
Super Angel - prime meta
Gentleman Ghost - prime meta
Deadgirl - enhanced meta
Deathlok (Collins) - enhaned meta
Dr. Druid - enhanced meta

bonus - 2 days prep/training


VERSUS - Battlefield - African Serengeti Plains

http://en.wikipedia.org/wiki/Serengeti

DCR


the Evil Blondes


PM; Empress Hydra (Sue Storm from Eart 1720)
PM: Amora the Enchantress
EM: Lady Mastermind
EM: Evangeline A.K. McDowell
EM: Medusa Gorgon



bonus - 6 hr battlefield prep





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Late Great Donald Blake

Moderator

Member Since: Sat May 17, 2008
Posts: 7,358


Incriptus
Born to the Future!

EM: Spiderman 2099
EM: Booster Gold
EM: Major Victory
PM: Batman 1,000,000
PM: Karate Kid


Bonus - list of enemy names


VERSUS - Battlefield - City of Asgard (Current Ruins) http://marvel.com/universe/Asgard


Tongan Giant


The Fantastic 15!


Wolverine - enhanced meta
Spider-man - enhanced meta
Human Torch - enhanced meta
Ghost Rider - Prime Meta
Professor Hulk - Prime Meta


bonus - Radiotelepathy




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Dark Marvel


Member Since: Sat May 17, 2008
Posts: 5,904








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DCR


Member Since: Sat May 17, 2008
Posts: 1,861


Enchantress
http://marvel.wikia.com/Amora_(Earth-616)
Empress Hydra (Sue Storm from Earth 1720)
http://marvel.wikia.com/Amora_(Earth-616)
Lady Mastermind
http://marvel.wikia.com/Lady_Mastermind
Medusa Gorgon
http://souleater.wikia.com/wiki/Medusa_Gorgon
Evangeline A.K. McDowell
http://negima.wikia.com/wiki/Evangeline_A.K._McDowell

All those women are ruthless. 4 of them are pretty smart (Sue even leads HYDRA) and pragmatic enough to work together. Lady M is not as smart as the others, but will get along with them.

The battlefield prep will mostly be Medusa creating Vector Plates all over the place. The arrows can be on the ground, but even it mid-air, and people who step in are propelled in the direction it's pointing.
http://souleater.wikia.com/wiki/Vector_Plate
Amora will enchant the arrows, so they can be seen only by the members of my team (although it's possible that Medusa can do it on her own, as she do with the Vector Conduct

So, when the fight begins, xero's fighters will be propelled here and there and kept off balance, without any understanding of what is happening to them. They will be send directly in Medusa's Vector Arrows and Sue's invisible spikes (she is a cold blooded killer and use her force field in deadly ways).

Sue will turn herself and her teammates invisble, while Lady Mastermind will cast illusions. The only opponents xero's fighters will see are their own teammates, turned into foes by Lady M's illusions.
The only ones who could see through the illusions are Druid and Deathlock, but they are also the more vulnerable and the more likely to be taken down very fast (Sue would probably target them first).

All the confusion (vector plates + invisibility + illusions) will let Amora and Eva the time to cast powerfull attack or support spells.

Eva will also prove usefull in close combat. She is highly skilled in martial arts, able to take down fighter more powerfull than her. Being a vampire (more powerfull by night, but perfectly ok by day, see pic), she is also incredibly hard to kill. Powerfull punches, controll of the opponents via strings, flight and ice spells will help her take down her opponents or send them in Medusa's arrows (she can also use the arrows to propell herself).

Even fighters hard to take down, like Super Angel and Gentleman Ghost, when they are not killing each other, can succomb to Amora's spells or
Sue's force fields. Enchantress can even use her charms to control them long enough to make them vulnerable (Ghost turning solid just a second is enough for Medusa or Eva to take him down, or Super Angel salivating over Amora's clevage while Medusa put a snake bomb into his mouth).

Fighting each other, charmed by Amora, being propelled arround, hit by powerfull spells, stabbed by force fields: the living deads are going down.


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Xero




Quick team overview: The members of my team have all worked as cooperative members of teams before.  Yes, Gentlemen Ghost is a villian but he's also a gentlemen   He's been a member of several teams over the years, and has occasionally teamed-up with his enemies.  Furthermore, he has no quarrel with anyone on his new team, they are all strangers.  My team is extremely durable, and will be very difficult to put down.  Both Deadgirl and Ghost can become intagible, and Angel can fly.  My team won't scare either, they're already dead.

Prep: The team may have initial misgivings with one another, but because of their similar natures and experience with being on teams, I think they will overcome any differences quickly.  This advantage helps my team immensely; because my team does not tire.  They can spend basically two full days getting used to each other's powers and preparing to fight. 

Oppents: I can't see DCR's team playing well with each other.  They are all arrogant, and most are used to either not working with others or being in charge.  I don't think anyone on his team will except taking direction from anyone else, which means that the 6 hrs. of prep time will likely be wasted with arguments. 

Battle: My team presents a unified front, whereas dcr's team attacks seperately.  Deadgirl recognizes the undead nature of Evangeline and attacks her.  Unfortunetly for Evangeline, Dead Girl's power allows her to control dead tissue.  Evangeline's either out or is occupied.  Druid's magic temorarily counteracts Amora's, as Hydra attacks with her force fields.  This dosen't hinder Gentleman Ghost, however, who passes through her shields and blasts her with spectral energy.  Amora manages to outdo Druid.  Lady Masterminds illisions don't seem to have much effect against Deathlock, who has computer senses that see past the illusion.  He blasts her out for the fight.  Medusa has her hands full with the physically superior Angel.  Amora manages to kill Deathlock.  Deadgirl finally kills Evangeline.  Ghost and Angel kill Medusa.  Amora has her hands full with Angel, and dosen't sense an incoporeal Ghost until its too late.  Team Undead takes it. 


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Surly Rockbottom





 . . . born characters winning this.



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Surly Rockbottom






. . . I'm still working this one out. Both write-ups are compelling.
 
 


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Los




Hard to predict a battle against the undead and many of which can become intangible.

Sue and Amora are BEASTS!  Luckily, Xero has Dr. Druid to hold the fort long enough to get some help.



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Los




I'm going to need a defense for Ghost Rider to get me to change my mind.  Also, the F5 are pretty familiar with Asgard, as most of them just had a slobberknocker with Sentry there not too long ago!



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Late Great Donald Blake

Moderator

Member Since: Sat May 17, 2008
Posts: 7,358




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Surly Rockbottom





The Born to the Future team gets some benefit from Spidey 2099 knowing the enemies names. He'll have an understanding of them from the lore of his time - it's not perfect, but it's something. Major Victory, too, will have some benefit here.
 
The Fantastic 15, even with their radiotelepathy, stretches my credulity as to how well they'll work together. There are no really strong leaders on the team and a lot of loners. Functioning in the ruins of Asgard, however, may just work out to their advantage. Since all of them are likely to run off and do their own thing, the radiotelepathy will at least keep them somewhat coordinated.
 
It's basically that enemy names bonus that starts to move things in a certain direction, though.
 
When Miguel and Vance know who they're up against they'll choose their opponents and strategies wisely.
 
Vance is likely to take charge (and the fact that he knows the enemy will make others more likely to defer). Knowing that this team is not likely to be attacking as a team, the Future Born stay together - back to back - and wait for the inevitable attacks from the ruins around them.
 
The Human Torch is most likely to lead the charge for the Fantastic 15, as he'll assume that he is de facto leader due to his experience and cache as an original member. When he surrounds the Future Born with fire and starts the fireball barrage, Vance can use his telekinesis to whip up the ruins and trap Johnny in a cyclone while Booster keeps he and his team safe within a force field. Vance can keep the telekinetic whip up going on around them to act as another barrier.
 
The Fantastic 15 will no doubt come out of the woodwork by now and attack with all of their might against Booster's force field (all the while dodging flying debris). Prof Hulk will likely groundstrike the team to shake them out of their protection, and even though this does work, it only serves to release a three-pronged attack against an opposing team who is struggling in a flying debris field.
 
Batman 1 Million has a fireproof suit, and knows it, so he'll fly into the fray against Johnny. After his initial barrage from Vance, Johnny will be a few well placed blows away from unconsciousness. This will allow Vance to focus elsewhere, enemy knowledge and his own bravery will have him choose to tackle Hulk. With Cap's shield and some telekinetics he'll be able to withstand Prof Hulk's blows (for a time).
 
Wolverine is likely to get in at his foes first, and when he does he'll meet Karate Kid. Val will have an answer for nearly every move that Logan makes and these two will stalemate for a time.
 
As the two Spidey's square off and begin their dance, Ghost Rider will get a chain around Booster's neck tout de suite, and then get a couple of great pieces of Asgardian architecture colliding into him from either side. A little molecular fusion and Ghost Rider is stopped for a time. This allows Booster to strengthen Vance against Prof Hulk to the point that he is standing against the Hulk's blows. Once Batman 1 Million is finished with Johnny, he can pressure point (martial arts knowledge combined with enchanced strength from the Bat-Suit) the very distracted Hulk.
 
Ghost Rider is soon to break out of his impromptu confinement, but he's a little ragged for it, and Prof Hulk won't be on his knees from a pressure point attack for long. Once Wolverine goes berserk he may start to have Karate Kid on the ropes. Val should have his opponents measure by now, however, and be able to stun Logan with a well-placed hit.
 
If Miguel is losing, Spider-Man can now be taken out by a combination of 853rd century batarangs, a telekinetic push, and a Booster Gold force field crush.
 
Now its a ragged Ghost Rider, Prof Hulk, and Wolverine against the entire Future Born team. Web up the Hulk, telekinetically push Booster toward the Hulk (who is already flying and pushing a force field in front of himself), and explode a few batarangs in Hulk's face, and this should sufficiently drop the Professor. When Ghost Rider attacks with his Hellfire and his chain in the meantime, Vance can protect with the Shield and Karate Kid can drop kick the Spirit of Vengeance to his knees.
 
Have Booster carry the Hulk into the stratosphere and throw him a good distance, then its the Future Born vs. Ghost Rider and Wolverine.
 
Seems an inevitable war of attrition to me.
 
 



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Exes


Member Since: Sat May 17, 2008
Posts: 3,687







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Exes


Member Since: Sat May 17, 2008
Posts: 3,687







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Pogue Mahone








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Pogue Mahone




Xero


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Pogue Mahone








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Surly Rockbottom





Each team in this fight has a very welcome bonus. The Dead and their training will make for a smooth functioning team, while the Blondes and their battlefield prep will set some deadly traps with Medusa's Vector Plates.
 
When Amora and Medusa work together to hide the plates, and use Vector Conduct, then Medusa can do some Arithmetic Magic to make them super-effective. As DCR noted in his write-up.
 
It won't be perfectly executed, however, as Xero pointed out, "They are all arrogant, and most are used to either not working with others or being in charge.  I don't think anyone on his team will except taking direction from anyone else," and while this won't go so far as to completely negate the Blonde's prep time, as Xero contends, it will keep things from going as well as DCR envisions.
 
The Dead team will be propelled about at first, but they won't be caught off-balance for long. Druid will detect the magic in play and begin to counter it. Gentleman Ghost may end up Vectored into some invisible spikes, but he's none the worse for wear, and Angel has the strength and flight to resist it. Deadgirl can go intangible - or just fall apart - and Deathlok can compute angles quickly enough to send a forcefield to protect Druid, but sacrifice himself in the process.
 
The Vector Plate prep wasn't epic, but it was enough to gain the Blondes an advantage as Deathlok is damaged and the Dead are scattered. Now the Blondes can pick their opponents.
 
Amora will be the first to notice Druid's tampering and will start to whip up the counter spells. Sue will turn herself and her teammates invisble, while Lady Mastermind will cast illusions. Sue will also have noticed that GG was walking through her force spikes so she'll pass that baton to someone else. Her own arrogance will have her try her force fields against the obviously strong Angel.
 
If Evangeline helps out on this front with some puppetry, Angel will have too much to overcome. Crushing force fields, ice spells, and puppetry are going to have Angel on the ropes - even this Angel.
 
Deadgirl and GG are slowed down by Lady M's illusions, so the Blondes have the initiative.
 
Medusa's Vector Blade, being magic, may have some effect on GG.
 
Deathlok has the durability to still be functional at this point and may be able to take Evangeline out of the equation against Angel with a few plasma blasts and a quick force field. She'll be fighting back hard though.
 
If this allows Angel the room he needs to fight through Sue's attacks he'll do it. After all of that, though, he'll be slow, and that will be all Sue needs to put a force field around his heart (doing nothing), a force field in his throat to cut off air (doing nothing), and finally a force field in his brain (dropping him). He'll have gotten to her though and choked her unconscious as she finally beat him.
 
Amora will eventually overpower Druid - he's susceptible to the wiles of pretty ladies - so with a kiss, she'll be doing his bidding. With Angel on the ropes, it's only Medusa who's struggling with her foes.
 
If Deathlok is pulling himself together, Amora can blast him good and BFR him through a dimensional aperture. Evangeline is free once more.
 
The Blondes have Amora, Evangeline, Lady M, a turned Druid, and a weary Medusa.
 
The Dead have Deadgirl and GG. With a combination of magics from Amora, Druid and Medusa, these two should eventually be brought down.
 
Looks like my vote goes to the Evil Blondes.
 
Druid, under the spell of the Enchantress, can enter Deadgirl's mind and keep her at bay. Gentleman Ghost may have Medusa playing defense, but an Eldritch Bolt from Amora should be felt by even he.
 
At this point, the Enchantress, Empress Hydra
 



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Thorion


Member Since: Sat May 17, 2008
Posts: 6,211









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Thorion


Member Since: Sat May 17, 2008
Posts: 6,211









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vermin




I've been extremely busy with THREE groups of family members at my home for the holidays.  Home is back to normal now.


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vermin






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vermin




This team is extremely dangerous.


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Bk Ray






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DCR


Member Since: Sat May 17, 2008
Posts: 1,861


Incriptus has aa better team work, and can easily take Human Douchebag out of the game, but Hulk and GR are too durable: it will take some time to beat both them. This and the combinaison of radiotelepathy and Spidey&Wolverine sneaking around will give Tongan the win.


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RANDOM






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RANDOM




Wolverine & Spiderman & Hulk = hard to beat.
Penance stare and technically being the FF helps as well.
That being said it is very close.


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Amor Fati




Mages and psi's are the best chance against the undead.  DCR wins.
 
 


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Amor Fati




Sorry, but I think Crip is vastly outgunned here.
 
TG ftw.
 
 


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