Ages of HeroClix
Capture and Hold
Valentine's Day
Dalek Invasion
The Lego Scenario
Classic Battles: Emperor Doom
Classic Battles: Secret Invasion
Assassination Plot

Blackest Zombie Night
Fortress Wars
Groundhog Day
Faster and Furiouser
Fast and Furious
Escape from Krakoa!
Mine! Mine! Mine!
Gunpowder Treason
Trick or Treat
Shock the Turtle
Marvel Zombies
Wheel of Death
Toxic Venom
Spider Slaying
The Blackest Night
The Lantern War
Gods & Generals
Sinestro Corps War
Infinity Gauntlet
12 Days of Clixmas
Night of the Sentinel
Avengers vs JLA
arrowWorld War Hulk

World War Hulk
The Le (11/05/2009)
Goto Comments

OveHeroClix World War Hulk Scenariorview: The Hulk was shot into space, became a hero, got married, then lost his wife, kid, and most of his planet. Now he's back and he wants someone to pay!

Points: 500

Player 1 Rules (Illuminati): Your team must consist of one or more of the following characters (Highlander Rules apply): Iron Man, Mr. Fantastic, Black Bolt, Doctor Strange.

Player 1 Rules (supplement): You may also include one or more of these characters (Highlander Rules apply): Ghost Rider, Doc Samson, Spider-Man, Sentry, Storm, Black Panther, Invisible Woman, Human Torch, Thing.

Player 2 Rules (Green Scar): You may only have one character on your team: Green Scar (mu033). Green Scar is given the following feats: Hear You Scream, Justice Not Murder, Never Been Angrier, and Hate You Forever. (See Below). No other feats may be assigned to Green Scar.

Note: these feats are immune to other feats, such as Thwart.

HeroClix World World War Hulk


Thoughts: HeroClix is a strategic miniatures battles game built around balanced game mechanics (it just happens to feature superheroes). The feats above are meant to make Green Scar as powerful as he is depicted in World War Hulk. This is by no means a “fair fight” – this is a “comic book fight”.

Illuminati Strategy:
You need to hit Green Scar every chance you get! He has a 67% chance to heal every single turn, and every point of damage adds a counter to his feat – remember, he really hates you. Turtling is not recommended, and you’ll definitely need to push every chance you get. Penetrating damage will do well, and Outwit can be very useful, but don’t waste your time on Incapacitate since Green Scar will be attacking you every turn anyway. Fortunately his natural damage hovers around [4], so he’ll need to smack your big figures twice to take them down. Playtesters noted that a pure FF team works well, especially with Meteorite and some Pulse Wave (Human Torch). Make no mistake – the odds are stacked against you, but you wouldn’t want it any other way…

Green Scar Strategy:
You’ve never been angrier, and you’ve never been more powerful. Move in, tear them to pieces. You definitely want to take an action each and every turn, because push damage will put a new counter on Hate You Forever, which is the most versatile feat. Hear You Scream gives you an extra action if you KO an opponent, so it may be wiser to focus on weaker figures first (Black Panther). Also watch out for Psychic Blast, Pulse Wave, and Exploit Weakness – you only get two “protected” style uses (Never Been Angrier), so use them wisely… also remember that Pulse Wave ignores all your powers and feats! Be mindful of your damage; you’re only dealing [4] damage most of the time; it may not be enough to kill them, but it certainly will be enough to mame them! You have a chance to heal ever single turn, and you get 2 clicks of Regeneration at the end of the dial, so don’t be afraid to push push push (yes, you can use Regeneration, then Justice Not Murder in the same turn!).

Using Hate You Forever: If you have to deal with a lot of hindering terrain, use the Ultimates ability. The first 2 abilities will help you break away and/or move great distances to get nice and close to the enemy before you pummel them! Don’t forget to use that healing ability too… you can essentially heal 1 damage for every 3 that you take. Make sure you push every single turn to add counters (warning: Pulse Wave will prevent you from adding counters)! By the second or third rounds you’ll have enough to use “Immune to Outwit”, which is very important since you’ll want as much damage reduction as possible!

Historical Outcome: Green Scar beat the crap out of everyone; in the end he allowed Stark to activate laser satellites to blast him, essentially taking him down (but not killing him).

(Special thanks to HCR member BigDaddyHub for helping us playtest this scenario)

Back to Top

Your Comments:
I would update this to use be allowed to use Worldbreaker

Posted by: Lord Logan on 7/7/2015 8:11:42 AM
Illuminati Strategy: Use the new Hulkbuster. That's about all you need to know.

Posted by: You'll never know... on 4/8/2015 6:43:02 PM
@Grim: Yes Grim, you can use ANY Hulk for this scenario.

Posted by: The Le on 1/25/2013 8:06:35 AM
Seing as i dont have Green Scar since i have only been playing for about a year and a half what would be a decent substitute from Modern? somethign like Worldbreaker perhaps?

Posted by: Grim on 1/24/2013 10:40:04 PM

The Move + Attack ability is defined in the FF Rulebook, page 17; for this action, Hulk's attack value suffers a -2 penalty; he can only make a regular attack with this ability as defined in the rulebook -- no powers allowed when using Move + Attack.

Every time Hulk KO's someone, the action ends, then you can give him another action. He can do this many times in the same turn (as long as you have action tokens), but it may cause him to push (He has the Masters of Evil TA, remember?). This isn't bad, because every push damage puts another token on Hate you Forever.

Hate You Forever: the left number is the number of counters you have to remove. So to heal 2 clicks of life, you have to remove 6 tokens.

Posted by: The Le on 3/4/2010 9:33:04 AM
On hear you scream, it says green scar can use the move and attack ability. does that mean u have to reduce his attack? it says he can do another action if he ko's an opponent. Can u do his regular attack on his move power, where you don't reduce his attack or does it have to be the move and attack ability. As long as you Ko someone can you keep giving him an action on the same turn? On the Hate you Forever, the number of tokens you remove is that the number you can use, or can you take one off and do number 6 for example? thanks for your time.

Posted by: geminimerc on 3/4/2010 12:54:58 AM
It was intended to do this: When you roll two 1's, it is considered a critical hit. I probably should have worded it better.

Posted by: The Le on 11/10/2009 12:26:06 AM
Thanks for the quick response on those questions! I've got another one:

4. Never Been Angrier states "Critical misses are ignored." Does that mean when Green Scar rolls a crit miss, it is treated as a crit hit (because of the feat) and Green Scar does *not* take 1 damage? Or does it simply mean crit misses are NOT treated as crit hits (meaning they are still crit misses and he takes 1 damage)? OR does, it mean Green Scar simply treats it as an attack roll of 2 and not a crit miss?

Posted by: TalonMC on 11/10/2009 12:23:31 AM
Good call, TalonMC.
(1) You are correct. I have stricken out my comment.
(2) It is *not* cumulative. You only get the one ability that you choose.
(3) I have added one new rule to make these feats immune to Thwart. Without this new rule, Green Scar would be a sitting duck to Outwitters and Perplexers. Good call.

Posted by: The Le on 11/9/2009 11:27:15 PM
I'm eager to try this scenario, but I have a few questions about it...

1. You state that "yes, you can use Regeneration, then Justice Not Murder in the same turn!" but Regen requires an action, after which, it is no longer the "beginning" of your turn as required by that feat. Is the feat supposed to be worded "during your turn" instead of "at the beginning of your turn"?

2. When Green Scar uses the Hate You Forever feat, are all of that feat's effects cumulative or does Green Scar get ONLY the bonus equal to the amount of tokens he removes from the feat? For example, if he removes 2 tokens, does he get +1 attack, +5 speed, free breakaway, and Ultimates? Or does he only get +3 speed, free breakaway, and ultimates?

3. I didn't see any rule forbidding it, but are these feats supposed to be immune to the Thwart feat?

Thanks for writing up the cool scenario and feats. Can't wait to try it out!

Posted by: TalonMC on 11/9/2009 11:05:31 PM
Guys, you seriously need to play this scenario. I had a BLAST playtesting it. It is balanced, fair, and this scenario lets Green Scar be the beast that he is.

Really tip my hat to thele for cooking up this scenario. It is exciting and it is a quick enough game where you can play this multiple times in one gaming event.

Posted by: BigDaddyHub on 11/8/2009 2:38:29 PM

I don't have the time to really play through this mentally in detail right now, but it looks excellent to me. I'm planning on printing this out Wednesday or Thursday and trying to set this up as a scenario the next time a friend and I get to play -- which may be as early as Friday night. (Much depends on our schedules.) I may even play it solo, running both sides, if game plans don't fall in line Friday. Eric got caught up on this via a hardcover when we hit Wizard World Philly this year so it'll really resonate.

Thanks for putting this together and sharing it! Though it may not be immediately, I'll definitely report back with how the games -- we usually play two games of any scenario, swapping teams after we complete the first one so we can play it from the opposite side -- played out and whether or not we hit any snags. So far, though, it looks nicely turned out.

Posted by: Miraclo on 11/2/2009 11:58:50 PM