Man, Time Bombs suck. We make up a lot of crazy games at our store, so I know what a broken game mechanism feels like, and Time Bomb has it in spades. I put a lot of energy into defusing them, and it was just impossible, and cost me a lot of actions; I guess you're supposed to let them explode. Because the 14 attack total you need to defuse it is just impossible to achieve. I defused two all night, and I don't think that anyone else defused any... Anyway, Time Bombs were an intriguing take on the Event Dial concept, but now that I've played with them, they're dead to me.
I fielded an anti-time-bomb team. Defusing is optimized to work around an attack value of 7, so I fielded 5 pogs as engineers to take them out. Jarvis, Jarvis, Duane Freeman, Turk Barrett, and Prof. Broom came to 23 points. To cart them around, I used Green Lantern, and finished off my Justice League of America theme team with Carter Hall and Green Arrow (now Starro-free thanks to a Speedy head).
Jeff fielded a team made up of Star Sapphire, Phantom Girl, Jonah Hex, and Alan Scott Green Lantern. Hmm, I'm not sure that this made up the requirements of Floor, we'll have to watch that in the future. This was a really strong team when it could ignore the time bomb mechanism. GL had Stunning Blow, which was brutal, throwing around four damage like it was nothing.
Ferru fielded the Royal Flush Gang, with their friend the Red Hood. We saw a great showing from these kind of middle-of-the-road characters this week, just like last week with Jeff's Metal Men. I think this speaks to good game design: nobody wants a D-lister like Lead to be the most efficient powerhouse in the game, but these pieces offer weird combinations that are seldom available elsewhere, like Ace's giant-plasticity-for cheap combo that makes them strong in unexpected ways.
Bill built his team around Uncle Sam, with Liberty Belle and Wildcat filling out the 300 points. I think a blasting tentpole, Darkseid or the like, could have gotten through his suite of 18 Defenses, but our teams were caught unawares. Bill swept the night like every game in Crisis so far (that he's played in).
In the first game I played Jeff and Ferru played Bill. Jeff and I concentrated on the bombs, to no avail. He took out Green Arrow and Carter Hall without much effort, but Green Lantern sniped the weaker members of his team. Sadly it cost him a click or two, and then Hal's 9 attack couldn't break Alan's 17 with ESD. Ferru and Bill ignored the bombs, with Bill's JSA line cleaning up the Royal Flushes.
In the second game, I played Ferru while Jeff took on Bill. I finally got a bomb, but all the actions it cost me let the Royal Flush Gang dance around the League. All the shape change proved hard to target as well. The game was called on time, with Hal and Carter giving me more points than Jack, 10, and Jason. I didn't see that much of the other game, but I think Bill didn't KO everyone, and I would guess that meant Alan Scott or Phantom Girl survived.
In the final game, I played Bill with Jeff playing Ferru. Bill's JSA moved with surprising speed across the map, basing GA and GL before I knew what was up. I broke away and held on for a while, but I never got them down to below a 17 defense. When Uncle Sam goes up in defense it's just disheartening. Jeff and Ferru came down to Green Lantern versus Red Hood, which we alternatively titled "Red vs Green," or "The Battle of Four First Names." Jeff, Green, and Alan won the day.
So at the end of the night it was Bill in first place, Jeff second, and myself in third. We got our Maneuver feats and called it a night. Next week we'll be playing with a collapsing Anti-Matter universe, and everyone had already figured out how to take the fun out of auto-KO walls (Darksied, Supernova, Donna Troy, Drag, etc.) so we need some online discussion on how that will work before Friday.










