Knight Models latest release are up on their website, an boy are they some good ones!
First up are the are Batman, Harley Quinn, and Catwoman from the Animated Series lineup.
Although a bit dated (the show aired sometime in the 90's?), they are definitely a nice add, especially for those like myself who watched the series. Though none are anything special compared to their Arkham series versions, they do provide a cheap alternative. A 80 rep Batman, Harley comes in at 40, and Catwoman at 50. We also get a redesigned stat card it seems. Here's the one for Batman:
All of these are of course available for free on Knight Model's website.
The next models are something different. Introducing Hawkgirl, Cyborg, and Catman
This is the Kendra Saunder Hawgirl, not Shiera Hall, for those that are wondering. Don't ask me the difference, as I only know Hawkgirl from the Justice League and JLU series.
Last addition is a new box set for the Court of Owls.
This one includes an unknown High Court Member as the leader, and the O'Malley family (Nathaniel, Brandon, and James), all henchmen.
Again, all the stat cards are available on Knight Models website, which I have a link for on the right hand side. Looks like some good stuff coming down the pipe. Now if I can just get a game or two in, that'll be great, thanks.
The Watchtower
Friday, January 15, 2016
Monday, December 21, 2015
Spiderman Miniature Game
Yeah, that's right. Marvel has made their way to the tabletop at last with introduction of the Spiderman Minature Game (SMG?). Base rules use the BMG rule set, but with some slight changes, as shown here, along with increased reputation limits to account for more powerful characters.
Currently, there are only a few models out. Of course, Spiderman, as seen above. But also Superior Spiderman (i.e. Doc Oct in Peter Parker's body?). Combined with the Green Goblin they make up the leaders for their respective factions. But Daredevil and the Punisher also make an appearance as a sidekick and free agent respectively. On the Goblin's side, he has the Goblin Knight as a sidekick along with a host of goblin minions.
What does this mean for the game? Well, for starters, the classic DC vs Marvel face off is evident. But this could also mean more powerful superheroes on either side of the game. I doubt we'll see unstoppable juggernaughts like Superman, Shazaam, Hulk, or....the Juggernaught, but we may see some other superpowered heroes/villians like Wolverine or Hawkgirl, and we should definitely see Marvel's non-powered heroes like Black Widow and Hawkeye.
Thursday, December 3, 2015
The Minis
Every miniature game has one thing in common: the miniatures (duh!). Just about every game you can think of has it's own line of minis, and is part of what draws people to get into their game. Usually, the cooler the models look, the more people it bring into the game.
Speaking of which, The BMG mini line is probably one of the best sculpt designs I have ever seen, and I've been planing miniature games for almost 20 years. If you haven't seen the minis yet, check out Knight Models' web site (link on the right). But since we're all lazy, i'll show a few here to wet your appetite.
More retro-style, the Frank Miller Batman is still an awesome sculpt. I've never been a fan of the "outerwear" briefs on super heroes, even when it was in style, but this sculpt is still pretty awesome nonetheless.
For something different, lets look at Batman's on-again, off-again squeeze, Catwoman.
This version is again based off of the Arkham series games. Man, they do it justice. Just look at the detail in this sculpt. The line, the curves, the.......
Wait, where was I going with this? Nevermind. I'm sure you get the point. Moving on....
Now let's take a look at Batman's arch-rival, the Joker.
This is the latest sculpt of the Joker that just recently released, based off the Killing Joke story arc. This one gives me chills. He just projects the "I'm a psychotic murderer" vibe.
I could go on and on, but you get the jist. I don't think I've seen a single model in the BMG lineup that didn't look good, and most look outstanding.
So, the models looks awesome, right? Definitely better than some games I've seen and played. But there is one draw back to these awesome sculpts that you need to be made aware of.
With awesome sculpts, comes great frustration.
The assembly skill of these models definitely ranks up in the "expert" level difficulty. Some models get up into the "nightmare" levels. The main issue is the metal quality being used in the minis. The metal is very soft, softer that typical miniatures lines than what I'm used to at least (Reaper, Privateer Press, GW). This causes the model of have terrible mold lines, flash, and mis-molds. And most of this happens on the joints, making it extremely difficult to assemble. Now, this is nothing new to metal miniatures, but these models are some of the worst I've seen. I'm talking big chucks of flash that you better be good with an hobby knife to remove. Remember how I said the metal is soft? Well, it cuts very easy. And if you're not careful, you'll end up ruining the model. The bad part is that some of the older production runs actually used a stronger metal. I purchased a Gotham PD II blister on eBay, and the minis were very solid, sturdy, and little to no issues. But I could tell they were older productions, as the stat cards were an older design and didn't come with the new textured bases. They did have a little less detail, but nothing I could notice unless I had a magnifying glass.
Speaking of bases, I also have an issue with the newer bases the models come with. The more recent production runs come with a textured base. At first that seems pretty cool. It's not much, just some broken rocks/rubble. But this alone cause some minis not to fit on the base. Fortunately, I had some Warmachine bases I could use at the time, and will continue to use for another reason. These textured bases had a bunch of mold lines and flash. And I'm not talking the small nubs you get when your get bases from a sprue. I'm talking flash all the way around the base bottom and inside the base slot. That plus the models just not fighting properly made me give up and grab a different base. So unless you just can't afford it, save yourself some trouble and order some 30mm bases from Privateer Press and use those instead.
Anyway, that's my rant after cussing up a storm that would make a sailor blush while trying to assemble my Catwoman model last night. However, this shouldn't stop anyone from playing the game, as it is pretty awesome, but everyone should be aware of the challenges ahead.
Speaking of which, The BMG mini line is probably one of the best sculpt designs I have ever seen, and I've been planing miniature games for almost 20 years. If you haven't seen the minis yet, check out Knight Models' web site (link on the right). But since we're all lazy, i'll show a few here to wet your appetite.
This is the most recent Batman model, and man he looks bad-ass! This is based off of the Arkham Knight video game, so he's a little more heavily armored than usual.
If your more into the traditional look, I suggest this version:
More retro-style, the Frank Miller Batman is still an awesome sculpt. I've never been a fan of the "outerwear" briefs on super heroes, even when it was in style, but this sculpt is still pretty awesome nonetheless.
For something different, lets look at Batman's on-again, off-again squeeze, Catwoman.
This version is again based off of the Arkham series games. Man, they do it justice. Just look at the detail in this sculpt. The line, the curves, the.......
Wait, where was I going with this? Nevermind. I'm sure you get the point. Moving on....
Now let's take a look at Batman's arch-rival, the Joker.
This is the latest sculpt of the Joker that just recently released, based off the Killing Joke story arc. This one gives me chills. He just projects the "I'm a psychotic murderer" vibe.
I could go on and on, but you get the jist. I don't think I've seen a single model in the BMG lineup that didn't look good, and most look outstanding.
So, the models looks awesome, right? Definitely better than some games I've seen and played. But there is one draw back to these awesome sculpts that you need to be made aware of.
With awesome sculpts, comes great frustration.
The assembly skill of these models definitely ranks up in the "expert" level difficulty. Some models get up into the "nightmare" levels. The main issue is the metal quality being used in the minis. The metal is very soft, softer that typical miniatures lines than what I'm used to at least (Reaper, Privateer Press, GW). This causes the model of have terrible mold lines, flash, and mis-molds. And most of this happens on the joints, making it extremely difficult to assemble. Now, this is nothing new to metal miniatures, but these models are some of the worst I've seen. I'm talking big chucks of flash that you better be good with an hobby knife to remove. Remember how I said the metal is soft? Well, it cuts very easy. And if you're not careful, you'll end up ruining the model. The bad part is that some of the older production runs actually used a stronger metal. I purchased a Gotham PD II blister on eBay, and the minis were very solid, sturdy, and little to no issues. But I could tell they were older productions, as the stat cards were an older design and didn't come with the new textured bases. They did have a little less detail, but nothing I could notice unless I had a magnifying glass.
Speaking of bases, I also have an issue with the newer bases the models come with. The more recent production runs come with a textured base. At first that seems pretty cool. It's not much, just some broken rocks/rubble. But this alone cause some minis not to fit on the base. Fortunately, I had some Warmachine bases I could use at the time, and will continue to use for another reason. These textured bases had a bunch of mold lines and flash. And I'm not talking the small nubs you get when your get bases from a sprue. I'm talking flash all the way around the base bottom and inside the base slot. That plus the models just not fighting properly made me give up and grab a different base. So unless you just can't afford it, save yourself some trouble and order some 30mm bases from Privateer Press and use those instead.
Anyway, that's my rant after cussing up a storm that would make a sailor blush while trying to assemble my Catwoman model last night. However, this shouldn't stop anyone from playing the game, as it is pretty awesome, but everyone should be aware of the challenges ahead.
Tuesday, December 1, 2015
Crew Review: Batman
On occasion, I'll review the various crews of BMG and describe what I perceive as their strengths, weaknesses, general play styles, and perhaps some crew building ideas. This, of course, will be a massive generalization, as the crews vary drastically depending on who your boss is. Also, this is just my humble opinion, so it may not count for much. Constructive comments are always welcome.
Starting off this series: the Batman Crew
Strengths
Versatility - A Batman crew probably has the most varied access to leaders, sidekicks, and free agents. To begin with, there are 6 versions of Batman (7 if you count the Batpod), 3 Robins, and a whole rogues gallery of others. Even Arkham Bane and Mr. Freeze can be included in this crew as a free agent due to the affinity rule.
Mobility - All of the leaders, and most of the sidekicks, bring along their own Batclaw. These things are freakin' awesome! They allow the character 30cm of movement, so long as they can change elevation. All versions of Batman have this rule, as well as all Robins, Nightwing, and Batgirl/woman. In theory, you could have 3-4 cable-swinging heroes beating up your opponents, and that's nothing to sneeze at.
Iconic - Not really a "Strength", but definitely a reason to collect a Batman crew. The game is called "Batman Miniature Game" for a reason.
Weaknesses
Glass Cannons - Unfortunately, all that mobility means very little staying power. Even Arkham Knight Batman, which weighs in at 150 rep, can find himself overwhelmed if he's not too careful, especially when outnumbered. Some free agents, like Bane and Swamp Thing, can shore up these weakness. But this seems to be the exception, not the norm.
Elites - While the selection of leaders, sidekicks, and free agents is pretty diverse, the selection for Henchmen is actually pretty slack compared to other crews. This tends to make Batman crews run fewer, but better skilled, models. Theoretically, you could run Gordan as your boss, then take a bunch of GCPD. But if you're going to do that, you might as well play into the Law Forces crew, where Gordon is a Leader and not a Sidekick. That's a discussion for another time, however.
Forming a Crew
This is the hardest part of any crew, but it's especially hard in a Batman crew since you have so many options to choose from. Not only do you have 6 Batmans to choose from, you have a nice selection of sidekicks to lead as well. So, instead of going through each one, I'll put together a 300 rep crew and explain my reasons for it.
Leader - Arkham City Batman - 130 rep
I think this Batman is the most Batman for your money. No combo strikes, but he does have Total Vision, remote-control Batarangs, attack and defense of 5, and the MKI Bat-armor. Arkham Origins Batman seems to be better overall, but at 144 rep, he seems too much.
Sidekick - Commissioner Gordon - 70 rep/$200
The more I looked at good ole Jim, the more I liked him. Although his base stats are pretty lousy, his Kevlar vest makes him fairly durable, plus he brings a slew of rules like Veteran, Take Cover!, Elite Boss: SWAT, and Air Support, and that makes him very valuable. Gordon's job is in a support role, not as an ass-beater. It also gives us a second model with Detective, leaving Batman to do what he does best.
Henchmen
SWAT: Alpha - 38/$500
SWAT: Delta - 33/$300
Agent O'Connel
I REALLY wish Alpha had an assault rifle, but the automatic rifle will have to do. This will give you a descent medium-range shooter, but he doesn't have much ammo, so bring along an ammo crate. Delta is along to protect Gordan and the the other cops, and O'Connel is there to fill out the points, and gives you a reach attack with 2 stun damage and Crt:Shock. Plus, he doesn't have a $ cost, and we're out of money at this point
This crew comes in at exactly 300 rep and all cash spent. It's kind of iconic, with Batman leading a group of overwhelmed GCPD officer along Gordon. Everyone has the Arrest rule, you have 2 detectives, some ranged fire, some defensive utility, and, of course, the Bat. It is kind of light on model count, but that's to be expected in a Batman crew unless you field nothing but standard cops.
Conclusion
If you're looking for an iconic crew that favors elite heroes over swarms of cannon fodder, than the Batman crew just might be up your alley. Plus, what better way to get others interested in the game than fielding the god d*%& Batman!
Starting off this series: the Batman Crew
Strengths
Versatility - A Batman crew probably has the most varied access to leaders, sidekicks, and free agents. To begin with, there are 6 versions of Batman (7 if you count the Batpod), 3 Robins, and a whole rogues gallery of others. Even Arkham Bane and Mr. Freeze can be included in this crew as a free agent due to the affinity rule.
Mobility - All of the leaders, and most of the sidekicks, bring along their own Batclaw. These things are freakin' awesome! They allow the character 30cm of movement, so long as they can change elevation. All versions of Batman have this rule, as well as all Robins, Nightwing, and Batgirl/woman. In theory, you could have 3-4 cable-swinging heroes beating up your opponents, and that's nothing to sneeze at.
Iconic - Not really a "Strength", but definitely a reason to collect a Batman crew. The game is called "Batman Miniature Game" for a reason.
Weaknesses
Glass Cannons - Unfortunately, all that mobility means very little staying power. Even Arkham Knight Batman, which weighs in at 150 rep, can find himself overwhelmed if he's not too careful, especially when outnumbered. Some free agents, like Bane and Swamp Thing, can shore up these weakness. But this seems to be the exception, not the norm.
Elites - While the selection of leaders, sidekicks, and free agents is pretty diverse, the selection for Henchmen is actually pretty slack compared to other crews. This tends to make Batman crews run fewer, but better skilled, models. Theoretically, you could run Gordan as your boss, then take a bunch of GCPD. But if you're going to do that, you might as well play into the Law Forces crew, where Gordon is a Leader and not a Sidekick. That's a discussion for another time, however.
Forming a Crew
This is the hardest part of any crew, but it's especially hard in a Batman crew since you have so many options to choose from. Not only do you have 6 Batmans to choose from, you have a nice selection of sidekicks to lead as well. So, instead of going through each one, I'll put together a 300 rep crew and explain my reasons for it.
Leader - Arkham City Batman - 130 rep
I think this Batman is the most Batman for your money. No combo strikes, but he does have Total Vision, remote-control Batarangs, attack and defense of 5, and the MKI Bat-armor. Arkham Origins Batman seems to be better overall, but at 144 rep, he seems too much.
Sidekick - Commissioner Gordon - 70 rep/$200
The more I looked at good ole Jim, the more I liked him. Although his base stats are pretty lousy, his Kevlar vest makes him fairly durable, plus he brings a slew of rules like Veteran, Take Cover!, Elite Boss: SWAT, and Air Support, and that makes him very valuable. Gordon's job is in a support role, not as an ass-beater. It also gives us a second model with Detective, leaving Batman to do what he does best.
Henchmen
SWAT: Alpha - 38/$500
SWAT: Delta - 33/$300
Agent O'Connel
I REALLY wish Alpha had an assault rifle, but the automatic rifle will have to do. This will give you a descent medium-range shooter, but he doesn't have much ammo, so bring along an ammo crate. Delta is along to protect Gordan and the the other cops, and O'Connel is there to fill out the points, and gives you a reach attack with 2 stun damage and Crt:Shock. Plus, he doesn't have a $ cost, and we're out of money at this point
This crew comes in at exactly 300 rep and all cash spent. It's kind of iconic, with Batman leading a group of overwhelmed GCPD officer along Gordon. Everyone has the Arrest rule, you have 2 detectives, some ranged fire, some defensive utility, and, of course, the Bat. It is kind of light on model count, but that's to be expected in a Batman crew unless you field nothing but standard cops.
Conclusion
If you're looking for an iconic crew that favors elite heroes over swarms of cannon fodder, than the Batman crew just might be up your alley. Plus, what better way to get others interested in the game than fielding the god d*%& Batman!
Monday, November 23, 2015
Carstock Terrain
The Batman Miniature Game (henceforth referred to as BMG), requires a good bit of modern urban terrain. Many gaming stores have access to a variety of terrain, but most terrain pieces are rural environments (hills, trees, ponds, etc), or battlefield accessories (bunkers, trenches). And usually the buildings that are around are fantasy buildings (straw huts, castles) or 40K ruins. The later will work somewhat in a pinch, as Gotham does have a similar architecture style, but it's just not the same. So BMG needs it's own. But, as most tabletop gamers know, terrain can be very expensive (money we'd rather use on minis) and time consuming (which we rather use to paint said minis). The solution: cardstock terrain.
There are quite a few of free plans for use, which some that I found did not turn out too badly. But the best ones you're going have to pay a few bucks for. The best site I have found for BMG terrain is World Work Games (http://www.worldworksgames.com/). Their line of Mayham City terrain works perfectly. The plans range from about $5-$12, but they all come with "smoosh" insurance. If your building gets smooshed, just print up another one! I have purchased three plans from them for use with BMG, which is what I'm going to write about today.
* Mayham Bank
* Mayham Corporate
* Mayham Streets of Legend
For anyone who wants to get started on cardstock terrain, there are some basics you need to know first. Mad Brew Labs has a page which links numerous sites for terrain stores and tutorials. World Works Games also has some decent tutorial videos on their site as well.
*I apologize for the unpainted minis. One of these days I'll get caught up and get some color on these things.
Mayham Bank
Though this was not my first attempt at cardstock terrain, it was my first attempt at something of this magnitude. I figured "What better terrain to have than a freaking bank?!" These plans are part of World Works legacy plans they refer to as "The Vault". This just means that these plans are a bit older (2002) and don't make use of their inter-connective designs.
The plans give you numerous options of how to build your model. I went with the taller walls, but in hind sight, I should have used the shorter ones since I wasn't going two-story. All in all, for my first attempt, I don't think it came out too bad, especially the interior. I think I made the vault and office areas too small, and the roof was also a real pain. Yes, it has a printout for the roof, but the size was off and I had stretch it out some with partial cuts and it didn't come out even. All things considered, it didn't come out terrible. Plus, as a bonus, the plans come with a few vehicle cutouts, including an armored car, taxi, and 2 sedans.
Mayham Corporate
There are quite a few of free plans for use, which some that I found did not turn out too badly. But the best ones you're going have to pay a few bucks for. The best site I have found for BMG terrain is World Work Games (http://www.worldworksgames.com/). Their line of Mayham City terrain works perfectly. The plans range from about $5-$12, but they all come with "smoosh" insurance. If your building gets smooshed, just print up another one! I have purchased three plans from them for use with BMG, which is what I'm going to write about today.
* Mayham Bank
* Mayham Corporate
* Mayham Streets of Legend
For anyone who wants to get started on cardstock terrain, there are some basics you need to know first. Mad Brew Labs has a page which links numerous sites for terrain stores and tutorials. World Works Games also has some decent tutorial videos on their site as well.
*I apologize for the unpainted minis. One of these days I'll get caught up and get some color on these things.
Mayham Bank
Though this was not my first attempt at cardstock terrain, it was my first attempt at something of this magnitude. I figured "What better terrain to have than a freaking bank?!" These plans are part of World Works legacy plans they refer to as "The Vault". This just means that these plans are a bit older (2002) and don't make use of their inter-connective designs.
The plans give you numerous options of how to build your model. I went with the taller walls, but in hind sight, I should have used the shorter ones since I wasn't going two-story. All in all, for my first attempt, I don't think it came out too bad, especially the interior. I think I made the vault and office areas too small, and the roof was also a real pain. Yes, it has a printout for the roof, but the size was off and I had stretch it out some with partial cuts and it didn't come out even. All things considered, it didn't come out terrible. Plus, as a bonus, the plans come with a few vehicle cutouts, including an armored car, taxi, and 2 sedans.
Mayham Corporate
This model comes from WWG's Quick Terrain line, and it lives up to its name. Where the bank took me week to build (during my staycation at that!), this one I completed within a couple of hours. There is no interior, which is a huge time saver. The plans include a design pattern to be able to collapse the building flat, but I went with a permanent build instead in order to give it a solid base. In fact, I purchased a stock of 3/16" foam core board for use with this and the streets (see below). This tower is actually 3 tower pieces, which can be separated and combined with other pieces. There are also plans for balconies (not shown) and bridges to connect multiple towers, which I plan to make use of at some point in the future. The plans even have a cutouts for an internal support, so the the tower is actually pretty sturdy. Overall, I'm pleased with the ease of build with this one. I do plan on making a second tower in the future.
Mayham Streets
These I have only begun to toy with, but show tremendous promise. While some plans only mention foam core as an option, this one is required. Otherwise, you would have no support underneath, and the foam core is used in the connectors. The streets are assembled using 6" x 6" modular pieces which connect together using small (@ 2"x 1") cutouts of foam core. The plans include cutouts for the connector pieces, so no guess work involved. It's recommended to use printable adhesive paper (ie. label paper) for the connector cutouts so you don't have to mess with glue. The plans also come with clean streets, dirty streets (shown above), and post-apocalypses. Each sections takes about an hour to completely cutout and complete. You can print a full sheet of connectors (@24-30 pieces), and are fairly quick to cutout, especially with label paper. This promises to be very rewarding once complete. Not longer playing on bare tables.
Final Thoughts
Although this ended being more costly that I originally thought, with having to buy a new printer (mine died anyway), buying carstock paper, foam core, label paper, etc, it still turns out cheaper than buying pre-molded terrain, and gives you a lot more options. There just doesn't seem to be a lot of modern terrain (as opposed to fantasy or sci-fi), so this seems to be the best course of action for now. That is, until the Arkham Asylum releases in the US :)
Friday, November 20, 2015
First Battle
After about 6 months of reading the rules, collecting minis, and making terrain, I FINALLY got a chance to play the game. It was an impromptu game between a friend and I. We were at our LGS for miniature night, and we weren't really feeling up another match or Warmachine/Hordes. I just happened to have my Batman minis and rule book with me, so we decided to give a whirl.
Since I didn't have enough objective tokens for a true scenario, nor did I bring my terrain, we just grabbed some Warhammer 40K terrain off of the shelves at the store and just went for a scrap on the streets. Unfortunately, I didn't take any pictures, so I'm just going to go over my initial thoughts on the game mechanics itself. I am also certain we did things wrong, but we'll figure it out as we go.
We played Batman vs Joker (because, yeah!. And that's all I have at the moment). The crews were probably not even reputation wise, but we were just trying to get a feel for the mechanics.
Pros:
Game Speed
Even though we were constantly looking up rules, the game went pretty fast all things considered. It probably ran about 2 hours and change, which is really good considering some of our games in other systems run easily that long. This is a huge win in my book. I had figured the longest portion would be the Raising the Plan phase (i.e. assigning action tokens), but it actually went pretty quick. Model activations were simple to execute, and the fact that models can only see 30cm (since the game always takes place at night), really help limit ranged attacks and reduce the need to always be behind cover.
Variety
Both bands played completely different. Batman swung around buildings with the Batclaw (i.e. grappling hook), then drops down and pummels his opponents while the two cops tried to move up to engage the thugs. But the Joker has some nasty tricks too. His One Shot gun has a chance to take anyone out with a single shot, and almost killed Batman in round 2. Also, the Trickster ability, which allows the Joker to reallocate his action counters when he activates, is incredible. The fact that he grants that ability to his henchmen is just icing. Once we add in scenario objectives , it should really mix things up. I can't wait to see other crews on the board.
Balance
In our game, there was only 1 casualty (the poor meter maid got got knocked out, then stabbed in the gut!), though Batman had Joker down to one health. Most attacks in our crew just did stun damage, which can be recovered at the end of the turn. Lethal damage, such as wounds from a firearm or a knife, don't recover so easily. This really balanced out the mobility of Batman and his Batclaw. Even the Joker was almost knocked out, because Batman didn't want to get swarmed by a bunch of thugs, he had to beat cheeks and couldn't finish him off. By the end of the game, the Joker was almost back to full health.
Cons:
Lots of Special Abilities, no descriptions on the cards
Each model has some special descriptors on it. However, the details of those descriptors are not on the cards, so that means looking up the definitions constantly. This puts a bit of a learning curve on the game, especially when you look at Batman's or the Joker's cards. Once I get to the point to run demos, I'm going to have a print up of all the abilities relevant to each crew for easy reference.
Metric System
All measurements are done in cm. This isn't necessarily a bad thing, but for someone so used to inches for nearly all mini games, judging distances is vastly different. 17cm seems far. But when you realize that it's not even 7 inches, it really changes your perceptions. Fortunately, you can pre-measure in this game (I think). Without that, us Americans would be really thrown off.
Loose Tokens
Action and damage counter sit on top of the cards. The risk of this is that they are easily jostled. I nearly knocked all my tokens off the cards from the wind stirred up by closing the rule book. Also, the official damage tokens are overly expensive. for about $10, you get 8 stun markers and 8 wound markers. They are well made, but I'll be looking for alternatives. If I can find a way to use magnetic tokens, then have a metal tray or clipboard to fasten the cards too, this would be perfect.
Last Thoughts
Overall, I think this a really fun game and can't wait to play again. My friend mentioned the idea of doing a Mordheim-style campaign where your henchmen and heroes can gain new abilities. Perhaps an idea for the future, Knight Models?
Since I didn't have enough objective tokens for a true scenario, nor did I bring my terrain, we just grabbed some Warhammer 40K terrain off of the shelves at the store and just went for a scrap on the streets. Unfortunately, I didn't take any pictures, so I'm just going to go over my initial thoughts on the game mechanics itself. I am also certain we did things wrong, but we'll figure it out as we go.
We played Batman vs Joker (because, yeah!. And that's all I have at the moment). The crews were probably not even reputation wise, but we were just trying to get a feel for the mechanics.
Pros:
Game Speed
Even though we were constantly looking up rules, the game went pretty fast all things considered. It probably ran about 2 hours and change, which is really good considering some of our games in other systems run easily that long. This is a huge win in my book. I had figured the longest portion would be the Raising the Plan phase (i.e. assigning action tokens), but it actually went pretty quick. Model activations were simple to execute, and the fact that models can only see 30cm (since the game always takes place at night), really help limit ranged attacks and reduce the need to always be behind cover.
Variety
Both bands played completely different. Batman swung around buildings with the Batclaw (i.e. grappling hook), then drops down and pummels his opponents while the two cops tried to move up to engage the thugs. But the Joker has some nasty tricks too. His One Shot gun has a chance to take anyone out with a single shot, and almost killed Batman in round 2. Also, the Trickster ability, which allows the Joker to reallocate his action counters when he activates, is incredible. The fact that he grants that ability to his henchmen is just icing. Once we add in scenario objectives , it should really mix things up. I can't wait to see other crews on the board.
Balance
In our game, there was only 1 casualty (the poor meter maid got got knocked out, then stabbed in the gut!), though Batman had Joker down to one health. Most attacks in our crew just did stun damage, which can be recovered at the end of the turn. Lethal damage, such as wounds from a firearm or a knife, don't recover so easily. This really balanced out the mobility of Batman and his Batclaw. Even the Joker was almost knocked out, because Batman didn't want to get swarmed by a bunch of thugs, he had to beat cheeks and couldn't finish him off. By the end of the game, the Joker was almost back to full health.
Cons:
Lots of Special Abilities, no descriptions on the cards
Each model has some special descriptors on it. However, the details of those descriptors are not on the cards, so that means looking up the definitions constantly. This puts a bit of a learning curve on the game, especially when you look at Batman's or the Joker's cards. Once I get to the point to run demos, I'm going to have a print up of all the abilities relevant to each crew for easy reference.
Metric System
All measurements are done in cm. This isn't necessarily a bad thing, but for someone so used to inches for nearly all mini games, judging distances is vastly different. 17cm seems far. But when you realize that it's not even 7 inches, it really changes your perceptions. Fortunately, you can pre-measure in this game (I think). Without that, us Americans would be really thrown off.
Loose Tokens
Action and damage counter sit on top of the cards. The risk of this is that they are easily jostled. I nearly knocked all my tokens off the cards from the wind stirred up by closing the rule book. Also, the official damage tokens are overly expensive. for about $10, you get 8 stun markers and 8 wound markers. They are well made, but I'll be looking for alternatives. If I can find a way to use magnetic tokens, then have a metal tray or clipboard to fasten the cards too, this would be perfect.
Last Thoughts
Overall, I think this a really fun game and can't wait to play again. My friend mentioned the idea of doing a Mordheim-style campaign where your henchmen and heroes can gain new abilities. Perhaps an idea for the future, Knight Models?
Welcome to The Watchtower
In the DC Comics Universe, the Watchtower is where the Justice League maintains their vigil over Earth and it's safety. Here, it's about keeping an eye on the Batman Minitures Game by Knight Models. Contributers can post battle reports, painting/terrain projects, or any thing else related to Batman Miniature Game, DC comics, or miniature gaming in general.
Like Reese's Peanut Butter Cups, two great things brought together make an extraordinary combination. In this case, miniature games (my favorite hobby), and Batman (my favorite DC superhero).
"I'm the god da$% Batman!"
- Batman
Like Reese's Peanut Butter Cups, two great things brought together make an extraordinary combination. In this case, miniature games (my favorite hobby), and Batman (my favorite DC superhero).
"I'm the god da$% Batman!"
- Batman
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