As a special element, we played with Devilance the Pursuer in the game, simulating the events of 52 issue #9! See the previous post for his rules. Please note that we only had one Devilance figure, so the other game used a D&D fig of appropriate size... same dial, though. So that's who the green guy is in some of these shots.
I fielded a Teen Titans team, picked for the Super Strength necessary to best use the Lance. The idea was, he'd go down, drop the Lance, and I'd use it to clean up the other team. Turned out that wasn't really necessary, as in all the games, Devilance was a secondary target compared to the opponents, and nobody could risk being caught based with him, let alone based with him and being shot in the back by the opponents you ignored. Anyway, I fielded Captain Marvel Jr, Robin, and Wonder Girl. Turn Donna into Cassie, and this lineup actually appeared! I played Monster Hunter on Cap Jr. to help with Devilance.
Jeff fielded a Metal Man team, with Gold, Lead and Tin, and two Irons. This team was a little two easy to get caught by Devilance, but proved really tough! Also, we need rules to state what happens when a Bot's target successfully Shapechanges.
Ferru fielded a genuine bonefied Crisis team, with Monitor and Harbinger. I think they had some neat tricks but lacked the power to take down Devilance.
Bill fielded Supergirl and Green Arrow, along with Ace from the Challengers of the Unknown. I was unaware how much ass Ace kicks! 9 attack, 17 defense for 8 points, how did I get through the Starro games without seeing this? Also, Supergirl was awesome.
In game two, winners and losers battled like. I took on Jeff, while Ferru played Bill. Jeff charged into battle, moving his Metal Men in a line some four squares from Devilance. I hung back, sending Cap. Jr off to the edge of the map (totally copying Bill and using a Kinetic Accelerator and a Generator this game) while Robin and Wonder Girl stood at thw edge of the woods. Devilance took off to charge the Metal Men, and I made sure he based all of them. They then proceeded to make an impressive number of break-away roles and swarm around him to attack Wonder Girl and Robin. Captain Marvel Jr. came to their rescue, zooming in with a Critical hit that did 7 damage to Iron (armor outwitted, 3 base, 2 more for the heavy object, one for Monster Hunter, one for the crit, kill in one blow!) and continued the assault every other turn so that the Irons didn't last too long. Devilance finally defeated Gold, the one Metal Man who couldn't break away, and came after me (by way of Lead and Tin). With Monster Hunter helping Cap Jr I cleaned up Devilance to get the victory.
Ferru got stuck in with Devilance while Bill exploited the situation. Ferru tried to switch his Monitor and Harbinger, but I'm not sure it was to his advantage. I didn't see a lot of this game, so guys, fill in the blanks if you can. Bill was victorious in this round as well, putting him nearly 600 points ahead of his nearest competitor!
In Game 3, I faced Ferru while Bill played Jeff. Ferru and I ended up battling around the rock, which blocked Devilance's view... he didn't trigger until the end of the game. I jacked up CM3's speed by 4 using the Kinetic Acellerator, tagged the Monitor, and retreated a bit. Next turn I had to push Cap Jr. again to avoid Monitor's 11 attack, so I lost Hypersonic Speed. Meanwhile, Wonder Girl and Robin were creeping up around the outer edge of the map. Monitor was finally taken out, and I knocked Harbinger back a square, which put her in site of Devilance and sent him running in. Her Hypertime ability kept him away on the first turn, but soon the two-front attack wiped out Ferru's team. I, meanwhile, was facing an undamaged Devilance, and had expended myself past my ability to take him out confidently. I ended up using Robin's perplex to give either Wondergirl or Cap Jr's attack the boost it needed to crack Devilance's 18, but they were sporting 9s and 8s at that point, and it was grim work. Meanwhile he was quaking each time he could, at one point slamming Robin into the rock and giving him 3 clicks at once. Still CM3's Monster Hunter paid off and I took him down to achieve total victory.
Meanwhile, Bill wasn't faring well against Jeff. Green Arrow couldn't run and damage the Metal Men, and was taken out. Supergirl was also damaged, though she landed back on Hypersonic Speed. But Jeff's piece advantage meant he kept coming up as the target of Devilance's attacks, and took a lot of hits from the Bot. It came down to Supergirl versus Lead and Tin, and some luck put Bill out ahead. There was some question of victory points... Devilance had done the KOing for Gold and the two Irons, so what did Bill claim? In the end, Supergirl KOed Lead and Tin, giving Bill at least 100 points for the match and a clear win for the night.
So we all had a good night of play, and some ideas to revise the bot rules. Some things we floated:
1) Bots should have to move the shortest possible distance between points. Too often players used thier ability to control placement to their advantage.
2) The Bot turn, coming third as it does, gives a large advantage to the second player. I don't know a good fix for this... maybe more random reactions?
3) Shapechange and Hypertime were hard to deal with. The best way to handle this, we decided, were to rule out the beneficiary of these powers as a Target and go through the logic again.
4) As written, Quake was neutered, as only one possible figure was opposing on each Bot action. We decided that, for purposes of Quake and Energy Explosion, all figures would be opposing. It's just better that way.
1 comment:
Yeah - Game 2 vs Ferru I was able to kind of stay at bay and hypersonic in to bash the monitor if I failed the hypertime roll against Harbinger. In that game I was able to take advantage of Ferru running into fight Devilance as the opening attack. It was noble - and if Ferru got one more hit into him, he'd have easily swayed the victory points as he'd have killed the figure and he'd probably recover the lance. I lucked out as my 3 figures were slightly one up on Harbinger and Monitor - Green Arrow had range so he could pick off Harbinger and the Monitor is another slow heavy hitter so hypersonic vs that won the day. Even Ace got a shot it, critically hitting Devilance for the final blow.
I am amazed how well the Metal Men worked. Once they got into position, they basically tag-teamed Supergirl to the point where she was powerless to stop them. Although she gets 6 clicks with Hypersonic and a fairly good attack / defense she does a maximum of 3 damage and then that drops to 2 - so she really needs a perplex or something else to bump her up. My shame with this game was that the bot rules did allow me to move the Devilance. I was able to put him in the middle of all targets - probably saving Supergirl. I forgot the quake part until Ferru mentioned it and if it wasn't for that - Jeff would have won - hands down.
All in all, the bot adds a fun element to the game but it needs to be more indifferent - shortest path, etc. I also agree - I think I brought it up - that the 2nd player had a huge advantage. I noticed that mid game vs Ferru. What I noticed is that the bot rules said closest to the bot during it's turn so if I had a piece near the bot and Ferru (and later Jeff) had one a few squares away - I made sure to move out of range so the bot would move towards the other figure. Since you can use that to lock up a figure - it's really powerful.
So yeah - I learned than the Metal Men, specifically Iron, rock.
Post a Comment