Sunday, 12 April 2015

Mr J - a happy man!

Today was the day that we have been waiting for and we finally got a couple of games in. Two huge victories for Mr J's Crew. Both games finished something like 20 VP's to 3 VP's but to be fair we were more interested in play testing the rules than really playing and the Crew composition really favoured Mr J. You just have to have henchmen in this game.

200 rep Crew's

Batman Crew - Batman AC (130), Robin (68)

Joker Crew - Joker (90), Sniggering (25), Triston (26), August (25), Clown (knife) (15), Clown (tube) (14)

We played the Skirmish Scenario for both games.

Game 1 - The Dud!

The Joker crew brought an Ammo Crate, Titian Dose & 2 Gas Canisters. Batman brought 2 Riddles, an Ammo Crate and a Titian Dose.

I decided to keep the Objectives as close to my starting position as I could. I placed them in a line on the edge of Batmans deployment area.

The idea was to Run my guys in turn one directly towards them. I put Clown (tube) in the Sewer and kept Sniggering back to defend Batman's Ammo Crate.

The game almost had a hugely dramatic start because Batman was deployed next to a Sewer (to use his Explosive Gel) but close to a Lamppost and more importantly in Line of Sight of Sniggering. I started to think about the possibility of 9 Blood damage.....

If I could just get the first turn ..... but No! Batman got to go first and used his Explosive Gel to take out the Sewer and the Lamppost. Back in darkness and safe.

My Crew piled forward getting ready for the clash that would surely come in Turn 2.

I got to go first in Turn 2 and was able to manoeuvre Mr J forward and into range for the famous One Shot Gun. Now I had gone to the trouble of putting the One Shot Gun in Mr J's hand. I just knew that it would make the difference. I announced the shot with glee. 'Automatic Hit' I said and '2+ to damage'. What did the Dark Templar retort? 'anything but a one then'. He should never had said that .....

Sure enough - thats what I rolled. Utter disappointment! The opening salvo - a dud!

In truth this became a theme for the day. We both rolled absolutely useless dice. We couldn't get beyond the 1's and 2's most of the time.

Batman took to the air after that. The Batclaw is pretty cool and very characterful.

I moved onto the Objectives and Batman jumped Triston using his Sneak Attack. Our poor dice rolling continued but even so, Triston was taken down.

The game finished up with a bit of hand to hand combat involving Robin, Mr J & August. We knocked lumps out of one another but no one went down. August did a couple of Blood damage so he has earned the Blood on his shirt ;-)

The Joker crew amassed loads of Victory Points by sitting on the Objectives. I thought it was funny to be suffering Gas damage when claiming VP's. We had tested the movement rules, the hand to hand rules and the shooting rules. We found them a bit alien but that is usually the case with any new rule set. Counter management was proving to be a real pain - just something else to get used to.

We were disappointed that that so little damage was done by the combat and equally recognised that our dice rolling had been poor. Maybe Game 2 would be an improvement.

Game 2 - Handbags

This opened up with a bit of fun as I placed the Gas Canisters next to Batman and Robin. When they activated they both failed Willpower tests and took some damage. A very funny moment.

Batman set-up his Ammo and Titan Container along the line of my deployment zone. This was going to be more interesting. I advanced as I did in the first game. This time Batman did not mess around and took straight to the air. He got in position and used his ranged attack to take down my Clown (knife) Ouch.

The Joker was not impressed and reached for the One Shot gun. Ha, ha - this time there was success and the Batman was splatted with Blood damage.

We had allowed the Riddles to be placed up high so Batman & Robin stepped up and solved both Riddles. 

Batman was now ahead in terms of VP's and I was a man down. Could he keep me from getting to the Objectives? I had high hopes of taking out Batman himself. He had taken half damage and all Blood. I had a few turns to make it tell. He would have to come down from his high place to capture the remaining Objectives and start to score. 

How would it play out? As an aside you got to hand it to the Dark Templar - his painting is just outstanding.

I fired Explosive Teeth and Shotgun rounds at Batman for a couple of rounds and nothing! Crap dice! I was getting frustrated. My Henchmen did their job and made it the Objectives.

And Yip - you guessed they started failing Willpower tests and taking Blood damage. At least I was getting VP's. The Joker and Triston stayed in my deployment zone to challenge Batman & Robin. A major hand to hand combat broke out on the Batmobile. Very funny.

Tristan went down. Mr J ran out of Ammo and stepped in with the knife - but, yet again, rubbish dice rolling. It was like 'handbags at dawn'. Funny though.

Yet again - huge victory for the Joker Crew but this was more about learning how to play the game and we learned a lot.


It was fun. We both would have liked there to be a bit more carnage and it feels like Batman is very under powered. A lot of thinking to do but good fun. I think that the games lacked drama - there were no belly laugh moments and no great tales to tell. That might come on another day and lets face it we both rolled rubbish dice. I even passed a Willpower test of 4. Yes - that is two dice less than or equal to 4. I rolled a 1 and 2!

We both felt that 200 rep was nice to learn but really it needed 350 rep to get a bit more power into the Crews. Maybe then the stories will unfold.

For today ..... suffice it to say ..... Mr J has a big smile on his face.


  1. My very limited experience has shown me the game is very much geared to Henchmen. There seems to be a definite advantage in the numbers Henchmen offer.

    1. Yip - agreed. In fact today proved that big time.

    2. Which I think is a shame considering what attracts most players is surely the stars: the guys who are leaders, Sidekicks and Free Agents.

    3. Yip - but I think the point here is that those big guys need fodder to be able to show off their skills. Leader v leader is too even a fight. We fancied the idea of Batman facing Joker in a fight but they couldn't do enough damage really. This is a shame in a way because we thought that would be the big story - but no. Sitting on objectives is no fun, but the tactics of getting there and staying there is probably the point of the game. There are subtleties here that we have yet to work out - I think. Thinking time needed and more games.

  2. Well, well, well a bloody nose for the Batman. Interesting to hear that it wasn't as exciting as you both hoped, but still looked damned cool to me.

  3. Looks like you had some good games. Batman and Robin were always going to be up against it unless they could put out a lot of hurt. Bad dice across the board will have been more painful to them than the clowns.

    Perhaps if the game didn't give you as much drama as you hoped, you might have more joy playing scenarios which aren't about resource control. Try a bank heist where Joker needs to get some loot counters across the board and Batman needs to stop him:
    - Joker + loot escape = Joker win
    - Any other result = Batman win

    No idea if it's balanced, but it might give you more drama.

  4. More complex scenarios are definitely the way to go for more drama and interesting events. Sounds like you had a blast for learning the game and your table is realy looking great.