Sunday, 20 March 2016

Joey Bats and his Friend

I finished up two more members of my Joker gang for the BMG. The un-named clown with the shield and Contra-Auguste aka Joey Bats. Hopefully he will swing the bat like the Blue Jays' Joey Bats. Both models are henchmen and have done OK in all their previous games.


I tend to run shield guy in front of the Joker to benefit from the extra "Ping" roll the shield confers. He also has "Demented Laugh (Distract)", which lowers an enemy's defense by one. It just makes it that much easier to the Joker to use that poisoned knife of his when he needs to.


Joey Bats is a little tougher than Shields, and costs a bit more too. With the "Handy" and "Heavy" rules on the bat, he tends to hit and wound fairly consistently. He is great to soak up the opponents defense dice, so someone that can do a bit more damage can land a blow. The "obsessive" (has to go after the first person he damages until they are K.O.) can be troublesome. As of yet, it has not been an issue.

Up next will be the Ringmaster, followed by Harley Quinn...

Kevin

"What he didn't like about heroes was that they were usually suicidally gloomy when sober and homicidally insane when drunk" - Terry Pratchett

Monday, 14 March 2016

The Bat Signal! Crime is afoot!

What Batman crew would be complete without their very own Bat signal. I found this one at a book store. It was one of those small boxes that are always by the cash on the turning tower (and cost as much as a book). There is not much cost savings compared to the MDF one from Knight Models...however this one turns on!  


I will wait to use it in game to decide if I really like it or not. At the start of the game, the signal is OFF. When a Batman crew is beside the signal they can switch it on. For each turn that the signal is OFF, the opponent gets 1 victory point. However for each turn it is ON, the Batman crew gets 4 victory points!  

What I like about this objective is that the model does not need to sit by the signal to control it and earn victory points. You spend a turn to flip it on, then Bat-claw away to face-punch some goons.  


I played two games of BMG this week. First game I played Batman, Robin and Batwoman against my buddy Jimmy's Two Face crew. The second game I used my Joker crew versus Jay's (Lords of Wargames and Hobbies) Batman, Robin and Batgirl. Both games ran very similarly. Two Face and Joker crews were able to get a hold of multiple objects and rack up a lot of victory points early on, while the Bat-family ran around giving the thugs the beat down (except for Robin who became a casualty in both games).

I think that the Batman crews really need some cheap law enforcement henchmen to be competitive. You need someone that can sit on an objective while Batman runs around K.O.'ing people. Plus the cheap cops come with "Arrest" which will get a few extra points and stop people from recovering later.