Pimp My Board Game

a pursuit of fruitless endeavors and endless refinements

Tag: knight models

Batman! A Tale of Metal and Dice

Lately, I’ve gotten back into comics and I jumped all-in on a big crossover event in the DC universe, Dark Nights Metal.  It’s a massive, crazy story line that has pushed me into a lot of different comic titles as the events spill across the DC Universe.  I haven’t been in a comic book store in twenty years or more so its been interesting coming back into that hobby.  I don’t expect to stay in the hobby full time but it’s nice to jump in on occasion.

All this Batman reading has me pushing the Batman Minis Game again and I was lucky enough to get in game this weekend.  My friend and I set up a 200 point game with the same Batman and Joker crews we had last time but this time we were able to complete the crews with funding and equipment and used a full scenario with objectives.

I picked out the Scenario 1: Arrival from the new v2 Rulebook.  This scenario has each player starting in the corners with the objectives in the center to force more confrontations.

I like that not only does the scenario force interaction by putting everything in the center, it also wants to push us to get there quickly by giving players a bonus if they can be the first to control their objective.

We started off in our respective corners and I won initiative, electing Batman’s crew to start.

Gordon and Batman started as far to the front of their deployment zone as possible.

While Fat Cop (I don’t remember his card name) started Undercover and was able to deploy within 4 inches of the first objective.  I knew Batman would be able to Batclaw out to the objectives quickly but I hadn’t counted on Fat Cop getting the jump on my as well.

Luckily, I also decided to upgrade for the scenario and chose for Eyeball Man to have a Grappling Gun to compete with Batman’s speed.  The Grappling Gun is pretty great on Eyeball Man since, unlike most other guns, his gun has Assault 3 which allows him to still get 3 shots off while he moves, instead of the normal 1 shot after moving.

Gordon and Batman push in to the map, taking cover behind some debris.  Fat Cop easily moves in and grabs the first objective: Loot.  Apparently the salaries are pretty weak on the GCPD.

Not to lose out on the first VP opportunity, Eyeball Man Grappling Hooks out to the Ammo Crate objective (with the help of Joker’s Inspire and Follow Me! abilities).  This lines him up for a good shot on Fat Cop.

Eyeball Man sprays Fat Cop but the trees and benches get in the way taking Ping! from my hits.  Next time, Fat Cop. Next time.

The Brave and the Bold get the initiative and elect to go first.  Batman uses his Batclaw to swing into position and Sneak Attack Eyeball Man.  This usually always ends with Eyeball Man out cold but the dice are just bad enough to keep him up with one health left.

Almost unconscious, Eyeball backs into the park’s corner with my Riddle objective and sprays Batman.

I’m able to hit Batman with all three shots and get two hits through his Batarmor (blue dice on the left needs 5+).

I’m able to land 2 wounds on Batman and get a great collateral damage roll knocks Batman on his ass.  Barely conscious, Eyeball Man looks down to the Riddler’s objective…

And totally rocks the riddle. Riddler must be slacking for a barely conscious thug to solve his trick so easily. I see the MVP award may have already found its candidate.

Well. Almost.  Gordon is able to move up and with a single shot, take down Eyeball Man.

With Batman down, I had a decision to make, engage in melee or keep shooting.  I don’t get any advantage against him prone with my guns but I do a lot more damage.  Or should have.  Both Panda Man and Joker unload on Batman and I get only one of the six shots to take thanks to poor attack rolls and average Batarmor rolls.

Joker and Panda Man then get up to control the Ammo Crate and restock on ammo.  I get to start the next round and unload again on a knocked down Batman (electing to shoot instead of engage in melee).  Full auto on all my guns and nothing.  Average attack rolls should have seen at least a few more hits on Batman but he dominates the Batarmor rolls and gets by without taking a single damage. Brutal.

Batman is able to get up and regroup with Gordon and Fat Cop.  Gordon put a hit on Panda Man.  The round closes and my initial point lead has worn off and now the Brave and the Bold are scoring 4 VPs a round to my 3 VPs (not to mention the KO bonus for dropping Eyeball Man).

Eyeball Man recovers but the Brave and the Bold start the round.

And promptly drops Panda Man. I totally misread this round and thought Batman was going to start with an attack on Panda Man to remove his nasty assault rifle so I put most of Joker’s action counters on attack, defense, and special.  The special was to make sure Gordon couldn’t use his special ability to heal Batman but I totally forgot that Gordon could just unload on Panda Man instead.  I was stuck with not a lot of options for Joker because I didn’t have enough movement.

Joker tries to take down Batman once again but the Batarmor just doesn’t quit and blocks all my hits again.  Augggghh… Batman promptly chucks a few batlings to smack Eyeball Man and knock him out again.  Round 4 ends with both crews tied on VPs and my goons are sleeping like overpaid babies.

Luck shines on me with not one but both of my henchmen wake up again and I’m have initiative for the last round.  Panda Man tries to play the same damn song he’s played all night but this time, it was one too many Batarmor saves and Batman gets thoroughly shredded but the assault rifle.

Yeah, red beads are bad.  This nets me a game ending 6 VPs.  We finish out the turn with Gordon doing what he can trying to get some VPs via one of my riddle objectives (but fails).

Eyeball Man decides to full auto on Fat Cop to make for a nice bookend.  This time all shots connect and, true to every game we’ve played, Fat Cop dies.

Joker takes a last pot shot at Gordon and knocks him down (but not out).  A fitting end to a brutal last round.  The VPs show a pretty lopsided finale but had Batman’s Armor held or my rolls went cold again, this would easily be a loss for team Joker.

Joker Crew: 28 victory points

Brave and the Bold: 17 victory points

 

I think we’re finally getting into the groove on the rules for this game (with a healthy dose of custom cheat sheets).  We both are feeling that Gordon really not the right character for Batman in this crew.  I imagine he’ll get swapped out and some ranged threats added in.

Also, I think we also went experimenting a bit to flex the strengths of the various crews.  We kind of pot committed on standing ground where I focused solely on taking Batman down and Batman focused on staying in the fight to see how hearty he could be.  He totally proved his worth but I should have taken out Fat Cop and Gordon early instead and worked on Batman at the end while maintaining a VP lead.

I think Batman could have tried to engage both Joker and Panda Man at the same time, forcing them to always move and shoot (reducing their shots down to one for each attack action, instead getting their full rate of three per attack).   In any case, it was a great game with a lot of ups and down and wild luck helping Batman survive way longer than he should but also my henchmen regaining consciousness at just the right time throughout the match and getting lucky in the early game.

Back to the Grind

Having finally finished up my Gen Con 50 reports, I jumped back into prepping some miniatures.  I started with a Knight Model for the Batman Miniature Game.

I have a few Suicide Squad starter figures that need to be put together but this Green Arrow figure I picked up is one of my favorite sculpts so I decided to work on him instead.  I got smart this time and busted out my dusty jewelers clamp because I remembered that Knight Models loves complicated three-point poses and rarely do they all match up easily.  I used a little green stuff to fix the angle on the bow arm and it all worked out in the end.

For basing, the new metal miniatures come with the much improved solid base instead of the slotted rubble bases that always required greenstuff to fill in and sculpt.  It was always a pain and I never felt like I could get the effect right.  The left image above in grey is an old base I obviously used greenstuff on.  The right is the new base that I’ll customize to fit the dynamic scenery that Green Arrow stands on.

And here he is in all his glory.  He should be pretty fun to paint up.


This upcoming weekend, I have a Dropzone Commander game coming up at Funtastic Games so that means another “drop everything and finish up some models” week for me.

I’m tackling the new-ish Typhoon attack helicopters this time.  Only two models so it shouldn’t be too bad.

Ah but I spoke too soon.  These models are part of their dual packaging wave where each model comes with all the other gun iterations.  This package can double as the older Cyclone attack choppers or the new Typhoons.  I still really like the Cyclones so I don’t want to commit this models to only one choice so that means magnets.

It took me awhile to find my 2mm magnets and get everything set up but after that, it went as good as could be expected.  No real major issues but I wonder if I’m going to have to add a second magnet to those wings to help hold them in place.   Maybe after this weekend.  I’ve got to get these guys into the garage to prime up.  I’ll post my progress at the end of the week.

Gen Con 50 Recap Day 2

As I said in my Day 1 report, seeing the Time of Legends: Joan of Arc display case had me ditching events to check it out in the dealer hall.   My friend and I lined up at the appropriate entrance and bee-lined to the Mythic Games booth to sit down for a demo as soon as the hall opened.

This game isn’t a full tabletop minis game but it really tries to blur the line between board game and miniatures game. The design immerses you in the setting by adding physical terrain pieces instead of cardboard templates or drawn in graphics.  The miniatures themselves help limit the need for any text or rules on the actual play surface as every thing it taken care of on stat cards set off to the side.

The system is supposedly set up to handle full-on tactical combat scenarios where the goal is mainly combat focused, as well as combat light or even no combat “investigation” scenarios that will play more like a deduction board game.  This second type of game wasn’t really explained in much detail and no purely deductive scenario was available so I’m not sure how that will really work.

Instead, they had a hybrid scenario that combined the combat elements with the investigation style mechanics.  This particular scenario centered around a werewolf hiding in the village and the local Lord called in to help deal with the issue.  All the scenarios in Joan of Arc are rich in historical mythology of the era and this scenario was no exception. The rules will talk about an actual legend from the time period that the particular scenario is dealing with this one featuring a village overrun by wolves and stolen church artifacts.  The priest in the village asked for the Lord of the area to help and so we have one side playing the French Lord hero coming into the village with the priest.

The other player is playing the werewolf.  The wolf is hidden as one of the villagers, secretly chosen at the beginning of the game. The wolf player needs to survive 6 rounds and the French player needs to discover the werewolf and kill him.

The game is played in game rounds, each player taking their entire turn before the other player takes their turn.  Turns are given a set number actions depending on the unique card that is revealed at the start of the round. These actions are then allocated as the player sees fit until they are either done and want to save actions for later or they have no more actions to spend.  The actions available vary per scenario but basic actions are moving and interacting (or attacking).

What struck me as interesting in this game were the varied action options.  In this scenario, I could ride in with my hero and priest and talk to a witch living in a nearby glade (on the map). Talking with her was done through a randomly drawn card by the opposing player. That player read the two discussion options I had and then, after I chose which path to take, told me the result.

Later, I had the chance to interrogate the villagers, one of whom is the werewolf.  If my knight is doing the interrogation, he rolls a die and a positive result means the other player must answer my question truthfully (yes or no questions only). If the result fails, they can lie or ignore me.  If I want to be ruthless, I can just start cutting down the villagers but this is risky in that each villager I kill that isn’t the werewolf burns an entire turn, accelerating the ending and my loss.  I must confess, I grew frustrated with these stupid peasants and their lies (couldn’t roll a success to save my life) so I did chop one innocent down. It didn’t bring the others in line…

The priest, however, can ask villagers questions but they can’t lie (no die roll).  These questions are always yes or no answers (no “who is the werewolf” instant win questions).  Finally, I asked the right question and the werewolf was revealed. The options in this game expand ever more as the buildings aren’t just pretty terrain, you can go inside them (via a cut out template depicting the interior) and gain clues or items or more. The werewolf turned out to be a villager that had made its way into a secret crypt in the church and was busy praying to it’s dark God.

I surrounded the church and fought my way in, past the werewolf’s wolf pack guards and cornered the beast in the crypt.  With one turn remaining, I was able to score the killing blow on the last die roll to win the game.  It created a very epic story and my friend and I enjoyed the game so much, we cleared Saturday morning to race over and play the other scenario.

While I was standing around chatting with the designers, another of the werewolf scenarios was wrapping up and ended in equally epic style with a last round, last die roll werewolf kill. Bodes well for game balance, at least for new players.  The game comes to Kickstarter October 10th and I will definitely be backing this excellent game.

Having wrapped up what will end up being the best new game at the Con, I walked around the Mythic Games booth to see the Monolith Games side as they had another game I was interested, their new Batman game.

They had a great looking display and with the game “engine” based on their Conan game, I thought it might be pretty interesting. I checked out the models in the display case and they all looked great.

Probably having nothing to do with the great diorama they set up.

Then something struck me.  That diorama looked great and really set the tone for the game I’d really like to play.  But when I looked over at the demo table…

Hmm… I want to play the scene that is going on in that display case, not the drab 2D map with board-gamey lines all over it.  Then it hit me, I do play the game in the case with Knight Models’ Batman Miniature Game.  With this (obvious) epiphany, I moved on without even trying a demo.

Having ditched my only event, for the day, I had plenty of time to wander. So I went searching for some industry friends and checked out some other interesting dealer hall items.

Pandemic Legacy Season 2 had a preview demo going on but I avoided it to not witness any spoilers.

Santorini had a great giant version of the game set up for play.

The event hall had a massive 54 mm fantasy pirate game going on with this awesome 3D ship detailing multiple levels.

I jumped upstairs to see if CGE had anything to show for the new Adrenaline Expansion but all they had was this oversized mock up model of the 6th player pawn.

Spin Master Games is making a nice version of Hnefatafl.  Talking with the production team onsite, I learned they are also making a realistically priced version of Kubb.  I’m really interested to see where this goes.

I caught none other than Lord Snow playing the new Game of Throne themed Catan.  He’s playing red, smart man.

Having exhausted the afternoon in the dealer hall and environs, it was time for me to get to work.  I decided to run a few events of my own again this year, starting with Pitchcar in a “death race” variant I made up.

I’ll do a write up about these custom pieces later but this event featured my new 3D cut car discs.  These were created in CAD and then CNC’d on existing crokinole discs.  Some easy painting later and my complete set of eight cars were ready for this premiere event.

The group loved it and the rules variant held up very well.  I even ended up overselling the event because someone really wanted to join in the game.  It was great fun and had a ton of lead changes and disc flicking shenanigans. After Pitchcar, I went straight into 4 hours of Catacombs games.

These events were also sold out and filled with a lot of fun gamers ready to delve into the flick-filled dungeon.  A couple of surprises were in store for the players as I had some early promos to hand out from Catacombs Conquest (the recent Kickstarter) and I premiered my 3D board that made earlier.   Halfway through the event, Aron West of Elzra Games stopped by and was able to talk to some of the players and even finished out the finale of one of the games.

I brought out the custom Rat King disc that the Catacombs Artist, Kwanchai Moriya, had made for me.  And I also was able to provide the Wyverns of Wylemuir expansion for some enthusiastic Catacombs fans to try out.

The players seemed to have a lot of fun and it was great seeing them all enjoy the games. The event finished a little after midnight so I packed it all up and headed back to the hotel to crash.

I’m Batman. Miniature Game

As I posted in my 6×6 Game Challenge, one of the games I want to hit as part of the challenge is the Batman Miniature Game.  I have the new Suicide Squad box set to get going and it comes with an interesting campaign that I’m hoping to run through. Before all that can start, I have some work to do.

I cleaned and assembled the first half of the set with the Joker’s squad and Batman.  My friend has already started getting his Batman squad ready so we can start learning the game so I figured I’d start out with his main adversary.

The Grin Brothers were fairly easy though those hands on the brother on the left were a little dodgy in trying to glue in properly.

Panda Man is probably my favorite character out of all of them. Luckily he was really easy to assemble.

Harley was pretty easy to assemble as well.

Eyeball Man was a little harder as his arms and gun created a triangle of points between the shoulders and the holding of the gun. I couldn’t get them to fit perfectly so I used greenstuff to fill in the shoulder gaps.

The Goat Head had the same issue except the hand on the gun was sculpted to the gun piece instead of the arm, making it even more important to get the triangulation correct.  I didn’t get it perfect, as you can see, so more greenstuff to fill the gaps at the shoulder again.

And then we get to Joker (Leto). He should have been super simple but his left arm had a really bad miscast at the shoulder joint. This required a bit more greenstuff than usual and I had “texturize” the rebuilt area (largely unsuccessfully).  I think it’ll be fine for tabletop but a little disappointing at first.

The weather was nice enough so I primed the group after I filled the base slot with Greenstuff.

Joker (Leto) worked out well enough with his custom shoulder.

And the gaps in Eyeball Man’s shoulders are pretty much gone.

Finally, I had time to work on the beginning paint jobs in anticipation of our first game. It was interesting to jump back into color painting after being exclusively b/w for the last few months.

Our game will be a 150 rep (AKA points in the Batman Miniature Game) list as a learning game which also makes it easy to start fielding some painted (or in my case, almost painted) forces. We don’t have any real terrain to match quite yet except what comes in the Suicide Squad starter but we’ll make it work.  If the game goes well, we’ll start investing in more suitable terrain.

CabinCon 2016 Recap part 2

So Thursday was technically over and Friday had begun but I was still keyed up from The Walking Dead game I ran and winning a game of Liar’s Dice so our resident night owl and I started up a game of Mottainai before calling it quits and heading to bed.

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Some of the early risers hit Patch Work and one of the out of towners and I started up the new App-assisted Co-op version of Descent: Road to Legend.

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Descent: Road to Legend actually took quite awhile but was a lot of fun.  In the meantime, the others tried out Weilong and hit a game of Tummple!

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After the Epic Descent and Tummple! games, VS System was hit again and then a few of us took off to go do some archery in the woods while the rest stayed behind and played Knight Models Marvel Universe Miniatures Game. The resident photographer went “arching,” so no pictures though the Marvel minis were painted up and looked amazing.  Maybe someone will have some pics to share…

The archers got back later and joined in a few futile games of Space Alert.  While the doomed crew of Space Alert were busy getting their ass kicked, the rest of the guys hit Tiny Epic Galaxies.  We closed with a quick game of Riff Raff before we headed out to dinner at our staple “out night” establishment- Poncho and Lefty’s.

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Pancho and Lefty’s came and went and we were back at the cabin to try out the last installment of our Walking Dead: All Out War homebrew game.  This time the adventure played out at the cabin we were staying and, with a little overzealous zombie distribution by me, the game seemed to maintain the tension and excitement of our first session.

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The cabin stage is set… for the dead.

It can be dangerous to force a second epic game after the first one is successful as the second session rarely matches the interest of the first and tends to just drag on but this one worked well and the guys had a lot of fun.

victorious heroes (who don't look at explosions)

victorious heroes (who don’t look at explosions)

Everyone was still up and ready for more gaming after our close victory in Walking Dead so we broke out Lift It!

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This game was the perfect follow up to the serious and complex minis game we just finished up as it was so ridiculously silly that it served as a great juxtaposition.  It proved crazy and hilarious and was a great ending to the day.

competitors harnessing all the tools at their disposal to out play each other

competitors harnessing all the tools at their disposal to out play each other.

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co-op play!

co-op play!

Saturday started with some early morning Hive fun and then descended into some furious Thunder Road action.

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custom rides take the board

custom rides take the board

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After lunch, we took up a backstabby game of Jolly Roger, complete with real cheaty pirate action, some great Crokinole flicking, and another game of Roll for the Galaxy.

Having been cooped up long enough inside, we went outside to enjoy the weather before a storm could come in with the lawn game Kubb.

laying out the field of battle

laying out the field of battle

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The storm soon ended our outdoor fun and we went into the darkening cabin for some Escape from the Aliens in Outer Space. After being a human player and easily getting slaughtered we went back to some dexterity action with my favorite: Catacombs (3rd edition).

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After Catacombs we broke for dinner and hit an epic game of Blood Rage.  It proved too much for group as the game went a bit long and had a mix of experienced and inexperienced players, making for a lopsided victory.

We finished out the late evening with a quick game of Toc Toc Woodman.

Sunday was our pack up day but we had some time and still got in a few games before people had to take off.  I got another Descent: Road to Legend session in while the others hit The Duke and the VS System again.

Descent ended in our defeat this time around so we pushed back into another game of Roll for the Galaxy and ended CabinCon 2016 with a rip through the Castles of Mad King Ludwig.

It was a great time and the perfect length for a gaming getaway.  I’m glad everyone could come out and it was great to see familiar faces and play some great games again.

Stats:

Total games played: 72

Game Play Log Breakdown:

Codenames (6)

High Society (1)

No Thanks! (1)

Liar’s Dice (5)

Delve (12)

VS System (5)

Stone Age (1)

Imperial Assault (1)

The Duke (6)

Roll for the Galaxy (3)

The Walking Dead: All Out War (2)

Mottania (1)

Patch Work (3)

Weilong (1)

Tummple! (1)

Descent: Road to Legend (2)

Marvel Universe Miniatures Game (1)

Space Alert (2)

Tiny Epic Galaxies (1)

Riff Raff (1)

Lift It! (1)

Hive (1)

Thunder Road (1)

Jolly Roger (2)

Crokinole (2)

Kubb (4)

Escape From the Aliens in Outer Space (1)

Catacombs 3e (1)

Blood Rage (1)

Toc Toc Woodsman (1)

The Castles of Mad King Ludwig (1)

 

 

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