Sunday evening saw a 250 point clash over scenario three from the book. I had a bit of a shock during setup as it became apparent that unlike scenario 1 and 2 the objectives were going in or very close to the enemy deployment zone. For this particular scenario the deployment zone was also very small nestled in a corner, so this was going to be a very different game. I was also looking forward to using Ivy and my first game against a Batman.

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I decided to put my seed markers near to my objectives so I could pop plant slaves up to support models who got across the board, and some in my deployment zone to contest my opponent’s objectives should they get that far. During the first turn we just ran at each other – this is a problem and I must dig out by 90x90cm board next time. After a couple of turns however, things were getting a bit more interesting. Batman had taken down one of my loonies but Ivy and Catwoman had a plan for dealing with the big man

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Initially Ivy tried to take control of Batman in order to get him to Batclaw to the top of a building and jump off – a nefarious tactic I had read about on the net! Sadly Batman’s Willpower was too good for this so a plan B was needed. A SWAT guy with gun was nearby and a much softer target. I managed to take control of this chap and had him pump 3 shots into the Batman. I have to say I was a little jammy scoring three damaging hits and knocking Batman over, but hey it felt good :)
Catwoman and Ivy subsequently jumped the bat but he is a durable fellow and they were not able to finish him off.
Meanwhile I had snuck a loony down a sewer and he had made it to the enemy deployment zone that was being defended by Gordon.

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I popped a couple of Plant Slaves on the table and set about knocking Gordon about. One of the plants managed to paralyse Gordon and I picked up some VPs on my Titan Objective. Unfortunately we played the paralysis wrong on two counts: firstly it appears you need a six on the collateral dice to trigger a crit, not just the same number; secondly we couldn’t see how Gordon could shake off the paralysis, but as it is a poison effect a recovery roll can be made each turn. Worth remembering for next time…..
At this stage we were nearing the end. Ivy was slightly ahead on VPs but I was struggling to KO Gordon and/or Batman to secure a convincing win. As the last turn finished the situation was unchanged and we found Ivy had won by a handful of VPs.
A good game and a very different dynamic this time due to the objective placement. Ivy is tricksy and it was an inspired moment when she hypnotised the SWAT guy to put the hurt on the Batman. I shall enjoy playing her more in the future. That sneaky hypnotism was the key to my win as a fully functional Batman is clearly a dangerous model. I was impressed with the durability of Batman and he was very respectable in a scrap too. So, to finish a nice pic of the main man who has been rather nicely painted by my good friend Dave. Looking forward to seeing your Batcave dude!

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I’ve acquired a few more Batman miniatures since my last game. I had a chance to field a Twoface gang with Victor Zsasz and his loonies this evening. I have also been keen to try Solumun Grundy particularly after seeing Bane in action last week. Across the table 350 points of Jokers.

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We were playing the second scenario from the book so there was a rush for the objectives in the middle of the table. This was won by the Joker gang putting them ahead on Vps at the end of turn one. It also quickly became apparent the the loonies were going to be unreliable henchmen with aggressive schizophrenia and demented giving me problems. One of the demented loonies ended up behind Solomon Grundy who was hit twice with the Jokers exploding teeth and he was knocked out never to return to the game.

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In the mid-game the Twoface gang started to claw their way back. I managed to get Twoface camped on the Ammo objective and one of the loonies managed to grab my loot and take it to a fairly safe Titan dose objective. Meanwhile Victor was doing a reasonable job of tying up some of the Joker crew while Solomon was moving into a good mid-table position.

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Unfortunately things started to go wrong from here. One of the Loonies attacked Twoface and to add insult to injury the Joker used his one shot gun on Twoface getting a Critical Casaulty and knocking him out of the game. Very cinematic but very annoying too!

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At this point we called it a night with the Jokers a good way ahead and in a comnanding position. Although the Victor and his loonies are very characterful they are difficult to manage. I was impressed with Solomon Grundy and I will definitely be using him again and more aggressively. I must say the Joker was awesome in this game. His ranged attacks were devastating and he also managed to make a fair bit of ground around the centre of the table making a nuisance of himself.
Despite the result still loving this game and looking forward to more.

Arkham Asylum

Posted: June 7, 2015 in Painting and Modelling

Recently I had one of those ‘gotta get it’ hobby moments when browsing one of the Batman facebook pages. A chap had been given a creepy looking doll house and the communtiy had identified it as a Quay Woodcraft Fantasy Villa. I noticed there was one for sale on Amazon for the very reasonable price of £16.99 and that was it for me. Pictures below show the original inspiration from facebook and my effort about 4 fours into building.

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I think this will make a really noice terrain piece. It has good balconies for 3D gaming and the fact you can get models inside is a bonus. Scale wise I would say it’s a tad too large but nothing too obvious. I’m going to try and make it up in the style of the Arkham Asylum.
In terms of construction it’s not the easiest. The biggest problem is the totally useless instructions. Luckily there is a logic to the bits so I have been able to make good progress. The bits fit together well and it is pretty robust. More updates on this soon…..

More Batman action

Posted: June 3, 2015 in Gaming

Another game of Batman. This time Twoface was taking on a Bane crew supported by Catwoman.

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We played Scenario one with all the usual objectives and trimmings. In the early action I learnt a healthy respect for the assault rifle / bullef proof vest combo sported by one of Bane’s henchmen. In fact this particular dude managed to get a couple of rounds of shots in on Twoface and he was taken down. Not a good start :(

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Twoface’s demise was a major blow but nothing compared to what was to come. Bane waded into the action and he was irresitable in close combat. To be fair he was not removing models from play, but he was quite easily putting out six stun markers each round and knocking my Twoface crew into the middle of next week. Things were looking pretty desperate for my gangsters, although I did manage a few points on the objectives. When the end of the game came Twoface had been beaten comprehensively on points and the Bane crew were barely scratched.

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So, despite the beating it was another good game. I was very impressed with the Assault rifle, Bane and Catwoman. I had over estimated Twoface’s resilience and payed the penalty big time. Nonetheless I’m feeling that I understand this game much better and I still like what I see. I think next time I shall try a different crew – probably Poison Ivy and see where that leads me.

2nd game of Batman yesterday and great fun it was too. We played scenario 1 again but this time used all the rules for objectives and money. With 2 crews on the board there was a lot more room and fewer sewers and lamp-posts.

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In the first turn the two crews were scatterered around the table but were well spaced. Most of the turn was spent closing on objectives. One of the Two-Face henchmen didnt start on the table but this gave him the chance to deploy behind the Joker in turn 2. I was lucky enough to take the lead this turn so he rushed in hoping to put some damage on the opposition boss. Unfortunately he was not successful, but he did succeed in distracting the Joker and Harley for a couple of turns.

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Meanwhile in the middle of the board there were a number of interesting face-offs developing.

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At this stage I was trying to get Two-Face and his machine gun henchman onto objectives where they might make good use of their guns. In the first game they had been very effective but we had played ROF rules incorrectly by always giving the full ROF even having moved. This time I had the challenge to set up shots without moving to get the full 3 shots. In addition the Riddler was moving around trying to solve the riddle objectives.

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The action in the centre of the board was fairly brutal. However, as in the first game we found that the models are pretty resilient unless ganged up on. This is not an alpha strike game like Warmahordes or Infinity; it’s more of an attrition affair. What was also much more obvious this time was the pressing need to get models on your objectives and keep them there to rack up the VPs awarded at end of each turn.

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In the final stages of the game it was looking like the Two-Face Crew would take the win. They had camped on a couple of objectives to good effect and the Riddler had solved a couple of riddles. However, the Joker had the last laugh. Using his Explosive teeth he was able to take a chunk out of the Riddler, remove my henchman from an objective and secure an objective himself. Harley Quinn and the Ringmaster also came into their own knocking out both the Riddler and Two-Face. If I had enjoyed some better luck with my recovery rolls I might have held on for a Two-Face win, but it was not to be.

Nail-biting stuff and great fun. I remain impressed with the game and their is a lot more depth to explore. The biggest error I made was trying too hard to get Two-Face into a good firing position rather than taking a few shots here and there to whittle down the Joker crew. In fact Two-Face didn’t fire his gun at all! I quite liked the Riddler for VPs but he was a bit squishy for the points and had little impact on the other crew. I think next time I’ll concentrate on Two-Face and his henchmen and try and make better use of his shooting game.

As mentioned in my previous post Batman is a game that needs a lot of tokens. Two-Face also needs a coin. Finally, you need a bag to keep the ‘Taking the Lead’ tokens in. How to store all this stuff?  Enter the Bat-purse :)

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Batman!

Posted: May 20, 2015 in Batman miniature game, Gaming

I’ve been reading a lot of good things about the Batman game from Knight models. I picked up a joblot of second hand miniatures that included a decent sized Two-Face gang and a smaller Poison Ivy gang. A couple of friends we’re interested in playing too so we booked a date and got a rumble on :)

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Dodgy dudes! Anyway, the table set-up is similar to what you might find in Infinity: plenty of raised areas and ample scatter terrain to give cover. In addition a number of lampposts and sewers are placed which act to illuminate areas of the board and as tunnels for hiding/fast movement respectively. This is something unique to the Batman game (as far as I am aware) and rather cool.
Joining Two-Face and Poison Ivy was a Joker crew for a three way scrap. We played the first scenario pretty faithfully to what’s in the book but decided to use just loot counters for objectives and play to 10VPs.
Deployment was semi-random which made for bloody action right from the start!

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The mechanics of the game are quite straight-forward but there are lots of special rules and effects that make the game play interesting. After a couple of turns we found that it’s actually quite difficult to take a model down unless you focus a lot of effort on it. It’s certainly a more forgiving game than WarmaHordes or Infinity in that respect. We did find that you need a lot of tokens for the game. In the main these are placed on the cards that go with the models, and there is a lot to keep track of. I’ve ordered some tokens to help with this and printed and laminated the character cards so they can be written on too.

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In the game itself Two-Face managed to get a good win. It was his machine gun that really made the difference and he is a pretty tough cookie to boot. The Joker seemed to have a lot of sneaky characterful rules that made him interesting while Poison Ivy’s ability to take control over opposing models make both of these other gang leaders viable and fun choices. We picked up the rules quickly and only came across a small number of difficulties. It was a good night’s gaming that left me wanting more.
In conclusion I would say this is a very cinematic and characterful game with a well designed rules engine. The miniatures are nice and there is depth in the game play that make this more than just another throwaway skirmish game. I would say it shares some common ground with both Eden and Infinity. In fact it sits somewhere between the two being not overly simplistic or complex which arguably are downsides of those games. I’m impressed and looking forward to playing more.