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UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = STRATEGIST
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = 230
PRESERVING JUSTICE
Allied Vigilantes are added to the Justice League faction. During setup, place 1 Justice Marker on this card for each Justice League unit on your team, up to 3. After any player rolls a d20, you may remove a Justice Marker from this card to add or subtract 3 from the roll.
LEAGUE CONTINGENCY PLAN
When Batman is defeated or another card on your team has its last figure defeated, you may move any unrevealed Order Markers and Justice Markers from that card to any other cards on your team.
BAT-A-RANG ARSENAL SPECIAL ATTACK
Range 5. Attack 3.
Batman may attack up to 3 times with this attack action if he does not attack the same figure more than once. Before Batman attacks a figure adjacent to him or his ally, you may roll a d20. On a 16+, the defender receives 1 wound in a damage type of your choice.
FACTION = JUSTICE LEAGUE
PUBLISHER = DC
KEYWORDS =
SYMBOLS = STEALTH
Big things I'm waffling on are the title of the first ability and his cost. I could see dropping life back down to 4 to get his cost under 250 if that helps with the Trinity build.
The two main army pairings that I really enjoyed in 1.0 were the Trinity 1000 point one (which I'm striving to preserve and make more of a marquee) and pairings with JL Zatanna, who can fill in any gaps with spells.
Fwiw, any point adjustments would be downwards with him, not upwards. I don't want him going over 250. Theoretically that'd make it easier for him to fit in some builds. It'd also give space for the 250 point Batman (II) to be in some builds in place of him.
And the d20 is intended to be before each relevant attack, yeah.
Re: Batman (Bruce Wayne) (Justice League) - Design
I feel MMA was pretty good when paired with 5/5 stats, so losing it might have dropped him down a bit anyway without changing his life. Kind of preferred the SA version I wrote up where he could attack the same figure multiple times with the SA and every attack got +1 hit & a damage type, as I felt that was a bit stronger and thus more likely to keep him at 250. Also it made him roll the d20 more while burning his own marker for another attack seemed more satisfying.
Re: Batman (Bruce Wayne) (Justice League) - Design
Yeah, I went with the 5 life due to figuring the loss of MM reduced his survivability. I don't mind going to 4 life and making him more dependent on allies to keep him alive, though, if it feels useful for fitting armies together.
I don't think keeping him at 250 is essential, especially with another Batman at that price point in 1.0. If he drops a tad, it'd give Superman room to go up a tad while keeping that 1000 point Trinity army.
Could definitely fiddle around the edges with his special attack but am probably at the point where I want to see how stuff plays before tweaking too much. I do like that with this version he's better if he's got support from his allies. It's another way to kind of push the "teamwork" element of the design.
Re: Batman (Bruce Wayne) (Justice League) - Initial Testing
Got in a quick test on Island Plane Crash against a 2.0 team of Thor, Flash, and Green Lantern. Lots of fun and it wasn't a landslide, but Batman with 2 Life and full life Wonder Woman did pull off the win. I'm thinking the auto wounds on Batman may be just a little too effective and he's coming in a bit hot overall if I'm wanting room to nudge Superman's cost up and his down, so I'm going to drop to 4 Life here and up the d20 roll to 16+ going forward.
Really digging how the Trinity Team works together and how they feel so much more like they have active team dynamics. The run one solo and then another days are over.
Re: Batman (Bruce Wayne) (Justice League) - Initial Testing
I'd think a drop to 4 life should be sufficient, just looking at things on paper. Each has to be a different figure right? But we'll see how it goes from here.
Re: Batman (Bruce Wayne) (Justice League) - Initial Testing
C3G STANDARD PLAYTEST FEEDBACK FORM NAME OF THE PLAYTEST UNIT: Superman JL/Batman JL VERSION TESTED
Spoiler Alert!
.
NAME = SUPERMAN
IDENTITY = KAL-EL
UNIQUENESS = UNIQUE HERO
SPECIES = KRYPTONIAN
CLASS = CHAMPION
PERSONALITY = VALIANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 7
MOVE = 7
RANGE = 1
ATTACK = 7
DEFENSE = 6
POINTS = 460?
TRUTH, JUSTICE, AND A BETTER TOMORROW
Allied Champions are added to the Justice League faction. During setup, place 1 Justice Marker on this card for each Justice League figure on your team, up to 3. After an ordered activation with Superman, you may remove a Justice Marker from this card to activate up to 2 allied Unique Heroes, after which your turn ends.
SUPERMAN TO THE RESCUE
If an ally in clear sight of Superman would receive 1+ wounds, you may roll a d20. On a 14+ place Superman adjacent to that ally and inflict 1 wound on him instead.
MAN OF STEEL
When Superman defends against an attack from a figure that is not a Kryptonian and does not have Magical Affinity, all blanks count as blocks.
FACTION = JUSTICE LEAGUE
PUBLISHER = DC
KEYWORDS =
SYMBOLS = Flying, Super Strength
UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = STRATEGIST
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = 230?
PRESERVING JUSTICE
Allied Vigilantes are added to the Justice League faction. During setup, place 1 Justice Marker on this card for each Justice League figure on your team, up to 3. After any player rolls a d20, you may remove a Justice Marker from this card to add or subtract 3 from the roll.
LEAGUE CONTINGENCY PLAN
When Batman or an ally is defeated, you may immediately move any unrevealed Order Markers and Justice Markers from that card to any other cards on your team.
BAT-A-RANG ARSENAL SPECIAL ATTACK
Range 5. Attack 3.
Batman may attack 3 times with this attack action if he does not attack the same figure more than once. Before Batman uses this attack against a figure adjacent to him or his Ally, you may roll a d20. On a 14+, the defender receives 1 automatic wound in a damage type of your choice.
FACTION = JUSTICE LEAGUE
PUBLISHER = DC
KEYWORDS =
SYMBOLS = Stealth
Team Test
Map: ISLAND PLANE CRASH
Units: Superman JL/Batman JL (690), Wonder Woman (JL) (310) (1000) vs Green Lantern (Hal Jordan) JL (300), Flash (Barry Allen) JL (270), Thor (430) (1000) Unit Summary: They’re probably coming in a tad strong, but I really like how this team works together. I think right now Superman is less troubling and Batman’s auto wound production is more troubling. As much as I like the 14+ aesthetic here, I think I want to drop his life by 1 to 4 (Superman draws most of the fire anyway) and up the roll on his Batarangs to like 16 or 17. Notably, he did hit rolls at 45%, whereas 14+ should hit at about 35% on average, so the dice were hot. But 3 auto wounds on Thor were probably the difference here.
Game Summary
Spoiler Alert!
Initiative Thunder Three. Flash pushes Green Lantern up then zips next to Thor. Green Lantern flies to height. Wonder Woman flies up, into obstructed view of Green Lantern. Flash pushes Thor and then moves to the wing section a couple spaces from Wonder Woman. Thor flies to height on her and smashes her for 3 wounds, but Sueprman hits his STTR roll and takes one wound instead. Batman advances. His batarangs can’t hit Flash or Thor, but do put a cold wound on Thor. Flash pushes Wonder Woman one space to set up Thor for God of Thunder Strike. He hits an 18 for Superman and a 15 for Batman. Batman uses two of his Justice Markers to reduce these and Superman takes two wounds and Batman takes one. Wonder Woman is spared. Superman rolls 6 skulls on 7 dice and hits Thor for 3 quick wounds. He removes a Justice Marker. Wonder Woman fails to punch Thor. Batman disengages, rolls all three skulls on the batarangs but can’t hit Flash. He hits Thor with a toxic damage but fails to damage him with the blade of the batarang.
Wonder Woman uses a marker. Initiative Thunder Three. Thor can’t hit Superman thanks to Man of Steel. Superman can’t hit Thor. Wonder Woman engages Green Lantern and can’t hit him. Batman rolls for his batarangs on each enemy, hitting only one d20 roll, with the help of his last Justice Marker, to put a Light wound on Flash. He also puts one wound on Green Lantern with the blade of the batarang. Flash manages to push Green Lantern away from Wonder Woman, but Green Lantern can’t hit Superman with a punch thanks to Man of Steel. Superman punches Green Lantern for two wounds. Flash escapes Wonder Woman and pushes Batman, then Green Lantern goes Air Raid on Batman (in range thanks to Flash) and Superman. Green Lantern gets 4 skulls in all, hitting Superman for one wound (would’ve been two if not for MoS) and Batman for one wound. Batman can’t hit d20 rolls on Green Lantern or Thor or hit them properly, but he does catch Flash whiffing against an all skulls roll, so Flash falls.
Wonder Woman uses her second marker. Initiative Trinity. Superman can’t hit Thor. He uses his last marker. Wonder Woman would punch out Green Lantern, but he’s Indomitable. Batman can’t get anything done with his Batarangs. Thor punches out Superman. Batman rescues an Order Marker and hits both d20 rolls and gets in an extra wound as well with a batarang to finish Green Lantern and put Thor down to one life. Green Lantern had OM2. Batman finishes Thor with a d20.
SUPERMAN
Damage Done (Normal Attack): Inflicted [5] wounds on [Thor [3], Green Lantern [2]]
TRUTH, JUSTICE, AND A BETTER TOMORROW: Used [6] ally activations. Felt [Powerful, but not overly, at least in this match up].
SUPERMAN TO THE RESCUE: Rolled [1] of [1] to save allies from [3] wounds.
PRESERVING JUSTICE: Altered [1] rolls for his team and [2] rolls for the opponent.
LEAGUE CONTINGENCY PLAN: Rescued [1] Order Markers and [0] Justice Markers.
BAT-A-RANG ARSENAL SA: Inflicted [5] wounds on [Green Lantern [1], Flash [3], Thor [1]] with the attack; rolled [5] of [11] on the d20 to inflict [5] wounds on [Flash [1], Green Lantern [1], Thor [3]]
Who won? List figures remaining in the winning army (include life remaining for heroes): Batman with 3/5 Life and Wonder Woman with Full Life win..
C3G STANDARD PLAYTEST FEEDBACK FORM NAME OF THE PLAYTEST UNIT: Superman JL/Batman JL VERSION TESTED
Spoiler Alert!
NAME = SUPERMAN
IDENTITY = KAL-EL
UNIQUENESS = UNIQUE HERO
SPECIES = KRYPTONIAN
CLASS = CHAMPION
PERSONALITY = VALIANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 7
MOVE = 7
RANGE = 1
ATTACK = 7
DEFENSE = 6
POINTS = 460?
TRUTH, JUSTICE, AND A BETTER TOMORROW
Allied Champions are added to the Justice League faction. During setup, place 1 Justice Marker on this card for each Justice League figure on your team, up to 3. Once per round, after an ordered activation with Superman, you may remove a Justice Marker from this card to activate up to 2 allied Unique Heroes, after which your turn ends.
SUPERMAN TO THE RESCUE
If an ally in clear sight of Superman would receive 1+ wounds, you may roll a d20. On a 14+ place Superman adjacent to that ally and inflict 1 wound on him instead.
MAN OF STEEL
When Superman defends against an attack from a figure that is not a Kryptonian and does not have Magical Affinity, all blanks count as blocks.
FACTION = JUSTICE LEAGUE
PUBLISHER = DC
KEYWORDS =
SYMBOLS = Flying, Super Strength
UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = STRATEGIST
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = 230?
PRESERVING JUSTICE
Allied Vigilantes are added to the Justice League faction. During setup, place 1 Justice Marker on this card for each Justice League figure on your team, up to 3. After any player rolls a d20, you may remove a Justice Marker from this card to add or subtract 3 from the roll.
LEAGUE CONTINGENCY PLAN
When Batman or an ally is defeated, you may immediately move any unrevealed Order Markers and Justice Markers from that card to any other cards on your team.
BAT-A-RANG ARSENAL SPECIAL ATTACK
Range 5. Attack 3.
Batman may attack up to 3 times with this attack action if he does not attack the same figure more than once. Before Batman uses this attack against a figure adjacent to him or his Ally, you may roll a d20. On a 16+, the defender receives 1 automatic wound in a damage type of your choice.
FACTION = JUSTICE LEAGUE
PUBLISHER = DC
KEYWORDS =
SYMBOLS = Stealth
Team Test
Map: CONFLICT CHERNOBYL
Units: Superman JL/Batman JL (690), Wonder Woman (JL) (310) (1000) vs Falcon MCU (190), Aquaman JL (370), Hawkeye WCA (220), Black Canary JL (220) (1000) Unit Summary: Another win, but this one felt right. Wonder Woman fell early and you really felt her loss to the Trinity army. They still pulled it off, but Batman seemed to average 3 shields on 5 defense dice and snuck in a statistically improbably amount of wounds on the 3 die batarang rolls to do it. Superman felt tough, but not unstoppable at all. Definitely felt competitive on both sides.
Game Summary:
Spoiler Alert!
Initiative Trinity. Hawkeye makes Aquaman an Avenger to go with Falcon. Wonder Woman advances to the center. Aquaman advances, then Hawkeye activates and hits a whiffing Wonder Woman for three quick wounds. Wondy misses her d20 for her bracelets, whiffs on 6 defense, and then Superman fails to come to the rescue. Ouch. Batman advances, but doesn’t have range yet. Aquaman Rip Tide Rushes over Black Canary and Wonder Woman. Then he smacks Wonder Woman from height and KO’s her. Superman again fails to come to the rescue (rolls a 10, one off from Batman influencing it to success). Superman gets 2 Justice Markers and Batman gets a third. Superman flies forward, then burns a marker and Batman advances and throws three Batarangs, but can’t hit Canary, Aquaman, or Hawkeye. Hawkeye moves up and uses his Special Arrow to bypass Man of Steel and hit Superman for a wound.
Initiative Trinity. Superman engages Falcon and Hawkeye and punches Hawkeye for a wound. He uses a JL Marker and Batman advances and tosses three Batarangs, two with d20 rolls. He can’t hit anyone with the rang blades but does get a Heat wound on Hawkeye. Aquaman pulls over Batman and Superman with Rip Tide Rush, but can’t hit either. Batman’s batarangs are cold, but he does manage to hit Hawkeye with the blade of one for a third wound. Falcon flies up. Hawkeye uses his Special Arrow with auto skull and hits Batman for a wound. Superman avoids a swipe, punches out Hawkeye, and stands strong as Canary fails her cry. Hawkeye had OM3.
Initiative Justice Avengers. Aquaman pulls the World’s Finest over and hits Superman for one wound but can’t hit Batman. Sueprman avoids a swipe, engages Black Canary, but can’t hit her. He burns a marker. Batman disengages and chucks rangs at all three enemies, with a d20 for Canary, but only hits Aquaman for one wound. Aquaman takes height but can’t hit Batman on three skulls. Dang! Batman hits Black Canary for a Toxic wound and Falcon for a regular one. Aquaman rolls one sad little skull and Batman blocks it. Superman rolls 5 skulls but only lands one wound on Black Canary.
Initiative Justice Avengers. Aquaman Rip Tide Rushes over Superman to height disadvantage and hits him for a fourth wound. Aquaman still can’t hit Batman. Superman punches out Black Canary, who misses her cry. He uses a marker. Batman misses his d20 roll on Aquaman badly after disengaging, then hits Aquaman and Falcon for a wound each. Falcon attacks Batman from height for what would be two wounds, but Superman rushes to the rescue and takes his 5th wound instead. Superman is now engaged with Falcon and blocks the second attack all on blanks. Batman can’t hit a d20 on Falcon, but KO’s him with the Batarang, then hits Aquaman for a third wound with the Batarangs as well. Aquaman engages both foes and Unleashes the Kraken. He hits two rolls, but Batman lowers one to make it fail. Still, Superman is down to 1 Life and Batman down to 2. Aquaman gets three skulls on Batman, who blocks them all. Batman’s defensive rolls have been nuts this game. Superman punches Aquaman for two wounds.
Trinity wins a huge initiative roll and Superman punches Aquaman out.
SUPERMAN
Damage Done (Normal Attack): Inflicted [7] wounds on [Hawkeye [2], Black Canary [3], Aquaman [2]]
TRUTH, JUSTICE, AND A BETTER TOMORROW: Used for [4] ally activations. Felt [X].
SUPERMAN TO THE RESCUE: Rolled [1] of [3] to save allies from [2] wounds.
MAN OF STEEL: Rolled [6] blanks
BATMAN
Damage Done (Normal Attack): Inflicted [0] wounds
PRESERVING JUSTICE: Altered [0] rolls for his team and [1] rolls for the opponent.
LEAGUE CONTINGENCY PLAN: Rescued [0] Order Markers and [3] Justice Markers.
BAT-A-RANG ARSENAL SA: Inflicted [7] wounds on [Hawkeye [1], Aquaman [2], Falcon [3]] with the attack; rolled [2] of [6] on the d20 to inflict [2] wounds on [Hawkeye [1], Black Canary [1]]
Who won? List figures remaining in the winning army (include life remaining for heroes): Batman with 2/4 Life and Superman with 1/7 Life win.
Team Test
Map: CITY PARK
Units: Superman JL/Batman JL (690), Wonder Woman (JL) (310) (1000) vs Wasp (Janet) (50), Captain America (Steve Rogers) Avengers (240), Hawkeye WCA (220), Flash (Barry Allen) JL (270), Black Canary JL (220) (1000) Unit Summary: I’m digging how they both felt. Another close, competitive match. They definitely have more teeth and are more fun to play that the 1.0 version of this team. Rather than playing out the next planned test as-is, I think I’m going to do one more for each of them with them split up into different teams to try to nail down the cost of each individually.
Game Summary:
Spoiler Alert!
Wonder Woman learned from last game and burns a marker right away. Initiative Trinity. Wonder Woman advances. Flash pushes up Canary, then moves to claim a space on height. Cap advances, then has Hawkeye move up as well. Batman moves up. Flash pushes Wasp forward. Cap advances to height. Hawkeye uses his special arrow, negating Wonder Woman’s bracelets, but can’t hit from height disadvantage. Superman flies forward, then uses a Justice Marker. Wonder Woman flies next to Hawkeye and Cap and punches down on Hawkeye for two wounds after he whiffs his defense. Canary misses her cry. Hawkeye flips away. Batman advances and hits Hawkeye for a wound with the batarangs (another defensive whiff) and hits Cap for a Sonic damage with the d20, then sees the rang deflect off Cap’s shield. Flash pushes Black Canary forward, Canary goes Into the Fray, and punches Wonder Woman for a wound. Cap punches down on Wonder Woman for three wounds. Superman to the Rescue roll isn’t close.
Wonder Woman uses her second Justice Marker. Initiative Trinity. Superman punches Black Canary for a wound. He uses his second Justice Marker. Wonder Woman can’t hit Canary. Batman uses a marker to hit his d20 roll on Cap to put a Cold Wound on Cap, fails his roll on Canary, and fails to hit with his rangs on either of them, but catches Hawkeye whiffing for a fatal wound. Canary misses her Cry by 2. Flash moves Wasp up next to Superman. Canary goes Into the Fray for the last time but can’t hit Wonder Woman with a 3 skull attack. Cap would have KO’ed Wonder Woman but Superman (with Batman’s help) comes to the rescue and takes one wound instead. Batman fails two d20 rolls but does catch Cap whiffing on the batarangs for one wound. Flash moves Wasp next to Wonder Woman and Superman, then Cap punches out Wonder Woman from height. Superman to the Rescue fails. Batman saves her Justice Marker to Superman. Wasp improbably blocks a 4 skull attack from height by Superman.
Initiative Trinity. Superman punches out Wasp. Canary Cry misses yet again. Superman uses another Justice Marker. Batman hits Cap for an Electric wound but can’t hit Canary. His batarangs can’t hit any of his three targets. Flash moves Black Canary next to Batman and moves there himself. Cap punches down on Superman for two wounds. Superman punches out Cap. Canary misses her cry because of course she does. Cap had OM2. Superman punches Canary for two wounds. She misses her Cry again. She’s just lost her voice completely in these tests. Flash pushes Batman to height disadvantage and attacks down, but can’t hit.
Initiative Justice Avengers. Flash pushes Canary away to try to keep Superman away and then fails to hit Batman from height. Superman can’t hit Black Canary, uses his last Justice Marker, and Batman can’t hit anything with his Batarangs. Flash pushes Batman off height, then takes height and punches Batman out. The Superman to the Rescue roll is nowhere close. Batman could give Superman his last Justice Marker, but there is no point. He does give Superman his X Marker. Superman punches out Black Canary, who finally hits her cry and puts one wound on Superman and steals his OM3. Flash gets height on Superman, but can’t hit him.
Initiative Flash. He only gets one skull on six dice from height. Superman blocks with one shield. Superman punches up at Flash for one wound. Flash rolls 5 skulls on his next attack and lands 3 wounds to finish Superman off.
SUPERMAN
Damage Done (Normal Attack): Inflicted [7] wounds on [Black Canary [4], Wasp [1], Captain America [1], Flash [1]]
TRUTH, JUSTICE, AND A BETTER TOMORROW: Used for [6] ally activations. Felt [Good!].
SUPERMAN TO THE RESCUE: Rolled [1] of [4] to save allies from [3] wounds.
PRESERVING JUSTICE: Altered [2] rolls for his team and [0] rolls for the opponent.
LEAGUE CONTINGENCY PLAN: Rescued [1] Order Markers and [1] Justice Markers.
BAT-A-RANG ARSENAL SA: Inflicted [3] wounds on [Hawkeye [2], Captain America [1]] with the attack; rolled [3] of [8] on the d20 to inflict [3] wounds on [Captain America [3]]
Who won? List figures remaining in the winning army (include life remaining for heroes): Flash with 3/4 Life wins.
Team Test
Map: DARK DIMENSION
Units: Batman JL (230), Wasp (Janet) (50), Black Canary JL (220), Hawkwoman JL (260), Captain America (Steve Rogers) Avengers (240) (1000) vs Godzilla (1000)
Unit Summary: Much tougher showing for Batman who prefers a crowd of enemies. His contingencies worked well but once he got in the mix offensively, it was a fairly hopeless situation that he just wasn’t equipped to handle. I think if I’d done these solo tests against, say, the OG X-Men, Batman might’ve been more useful than Superman. Against a big heavy hitter like Godzilla, though, Superman was the one who shined and Batman was a bit lost without him.
Game Summary:
Spoiler Alert!
Initiative Godzilla, who charges his breath and charges forward. Cap leads off for the Justice Avengers. Godzilla keeps moving forward. Wasp flies up. Godzilla advances. Hawkwoman advances.
Initiative Justice Avengers. Cap charges forward and smacks Godzilla for a wound. Godzilla one-shots Cap from height with Canary too far away to make a difference. Whoops. Canary moves up. Godzilla can’t hit Canary with his breath. Wasp flies forward and hits Godzilla with an unblockable. Godzilla charges through Hawkwoman, missing an unblockable, then smacks Black Canary for three wounds. She gets a 10 for her cry, so Batman can’t help.
Initiative Justice Avengers. Canary goes Into the Fray but can’t hit Godzilla. Hawkwoman gets Godzilla up to 4 wounds and moves Wasp into engagement with him. Godzilla hits two of three unblockables, wounding Hawkwoman and eliminating Wasp. Canary misses her cry badly. Godzilla attacks down on Canary and she is KO’ed and misses her cry badly. Batman rescues her Order Markers and Justice Markers. Hawkwoman attacks Godzilla from height and he whiffs on defense, taking 5 quick wounds. Batman maneuvers forward. Godzilla misses an unblockable and then uses his Atomic Breath for a 6 hit roll that wipes Hawkwoman out. Batman takes height on Godzilla and fails to hit with his normal attack. Godzilla hits back for three wounds. Then Batman takes a lava field wound to finish it.
BATMAN
Damage Done (Normal Attack): Inflicted [0] wounds
PRESERVING JUSTICE: Altered [0] rolls for his team and [0] rolls for the opponent.
LEAGUE CONTINGENCY PLAN: Rescued [3] Order Markers and [2] Justice Markers.
BAT-A-RANG ARSENAL SA: Inflicted [0] wounds with the attack; rolled [0] of [0] on the d20 to inflict [0] wounds.
Who won? List figures remaining in the winning army (include life remaining for heroes): Godzilla with 11/20 Life wins.
UNIT SUMMARY: Batman didn't shine without Superman giving him extra activations and tying up figures for him. That said, his contingency and d20 boosts remain relevant in any Justice League team and I think his batarangs have value, but more so in match ups against crowds, so it didn't shine against Godzilla. I could see potentially dropping him to 220 and Superman to 470.
Re: Batman (Bruce Wayne) (Justice League) - Playtesting
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: Superman 2.0 JL and Batman 2.0 JL
Version tested:
Spoiler Alert!
NAME = SUPERMAN
IDENTITY = KAL-EL
UNIQUENESS = UNIQUE HERO
SPECIES = KRYPTONIAN
CLASS = CHAMPION
PERSONALITY = VALIANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 7
MOVE = 7
RANGE = 1
ATTACK = 7
DEFENSE = 6
POINTS = 460
TRUTH, JUSTICE, AND A BETTER TOMORROW
Allied Champions are added to the Justice League faction. During setup, place 1 Justice Marker on this card for each Justice League figure on your team, up to 3. Once per round, after an ordered activation with Superman, you may remove a Justice Marker from this card to activate up to 2 allied Unique Heroes, after which your turn ends.
SUPERMAN TO THE RESCUE
If an ally in clear sight of Superman would receive 1+ wounds, you may roll a d20. On a 14+ place Superman adjacent to that ally and inflict 1 wound on him instead.
MAN OF STEEL
When Superman defends against an attack from a figure that is not a Kryptonian and does not have Magical Affinity, all blanks count as blocks.
FACTION = JUSTICE LEAGUE
PUBLISHER = DC
KEYWORDS =
SYMBOLS = Flying, Super Strength
NAME = BATMAN
IDENTITY = BRUCE WAYNE
UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = STRATEGIST
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = 230
PRESERVING JUSTICE
Allied Vigilantes are added to the Justice League faction. During setup, place 1 Justice Marker on this card for each Justice League figure on your team, up to 3. After any player rolls a d20, you may remove a Justice Marker from this card to add or subtract 3 from the roll.
LEAGUE CONTINGENCY PLAN
When Batman or all figures for another card on his team are defeated, you may immediately move any unrevealed Order Markers and Justice Markers from that card to any other cards on your team.
BAT-A-RANG ARSENAL SPECIAL ATTACK
Range 5. Attack 3.
Batman may attack up to 3 times with this attack action if he does not attack the same figure more than once. Before Batman uses this attack against a figure adjacent to him or his Ally, you may roll a d20. On a 16+, the defender receives 1 automatic wound in a damage type of your choice.
FACTION = JUSTICE LEAGUE
PUBLISHER = DC
KEYWORDS =
SYMBOLS = Stealth
Army Test
Map: Turtle Training Dojo
Units: 1000 pts - JLA Trinity 2.0 VS 1000 pts – Gundam 300, Wasp 50, Hawkeye 220, Captain America 240, Falcon 190
Spoiler Alert!
Superman 2.0
Damage Dealt: 7 wounds
Batman
Damage Dealt: 6 wounds – 3 were auto wounds from his Special Attack
R1 – Falcon and Gundam put 4 wounds on Wonder Woman. Wonder Woman hits Falcon for 3 wounds. Batman hits the Gundam for 1 wound.
R2 – Wonder Woman uses a marker. Wonder Woman takes out Falcon. Bats does a auto on Gundam with his SA and a wound on Hawkeye. Superman attacks the Gundam doing 2 wounds to it. Wonder Woman follows it up with 3 more wounds to kill it. Batman attacks Hawkeye who blocks it. Wasp uses her SA to take out Wonder Woman.
R3 – Batman boost initiative roll to win it. Superman kills Wasp. Batman attacks Hawkeye and Cap who block it but he gets an auto wound on Cap. Hawkeye hits Superman for 1 wound with his SA. Superman hits Cap for 2 wounds. Supes attacks Cap who blocks it. Hawkeye hits Batman for 2 wounds.
R4 – Batman gets hit by Hawkeye for 1 wound. Super hits Cap for 2 wounds taking him out. Batman hits Hawkeye for 1 auto wound with his SA. Hawkeye grabs a Sugar Cookie Glyph and uses it to heal a wound. Hawkeye attacks Batman and misses but takes a wound from chili. Superman attacks Hawkeye doing 1 wound to him. Dead OM3. Superman attacks and kills Hawkeye for the win.
Who won? List figures remaining in the winning army (include life remaining for heroes): Batman 3 wounds/1 life left, Superman 2 wounds/5 life left
Army Test
Map: Maggia Drop Site
Units: 1000 pts – Green Arrow 210, Atom 100, Superman 2.0 460, Batman 2.0 230 VS 1000 pts – Fan 4 2.0
Spoiler Alert!
Superman 2.0
Damage Dealt: Was a beast accounting for 15 out of a possible 21 wounds.
Batman
Damage Dealt: Did no damage, died in Rd3.
R1 - Movement
R2 – Superman attacks Mr F doing 1 wound. Batman attacks 3 enemies who all block. Green Arrow attacks Thing 3 times doing 2 wounds. Atom gets placed next to Thing and does a wound to Thing. Mr F attacks Superman who blocks it. Green Arrow attacks Thing, he misses but Atom puts a wound on Thing. Thing kills Atom and Mr F attacks Supes who blocks it. Torch Flames Superman for 2 wounds. Torch hits Batman for 1 wound.
R3 – Superman hits Reed for 2 wounds. Batman and Green Arrow both miss their attacks. Thing kills Batman. Superman takes our Reed. Superman attacks Sue who blocks it. Torch hits Superman for 1 wound.
R4 – Thing attacks Superman who blocks it. Superman One Shots Sue. Green Arrow hits Thing for wound. Torch Flames Superman for 2 wounds,then attacks but its blocked. Superman hits torch for 4 wounds. Green arrow follows up with 1 more taking him out.
R5 – Superman attacks the Thing doing a wound and killing him.
Who won? List figures remaining in the winning army (include life remaining for heroes): Green Arrow full 4 life, Superman 6 wounds/1 life left
Superman - GENERAL THOUGHTS ON THE TESTED UNIT: Superman is really strong and that's pretty thematic. Now he's also a leader and a defender too. For 460 points you expect him to be powerful and at times be able to take over games. Superman to the rescue never triggered for me as the d20 wasn't kind for this power. Its a neat idea that will help keep his teammates alive. It makes for some interesting decisions as to when you should roll for it too. His leadership power is great, limiting it to once a round keeps it in check, as does using a marker to pull it off. Feels good to me at 460.
Batman - GENERAL THOUGHTS ON THE TESTED UNIT: This Batman is an improvement over the previous 1.0 version. His d20 boost means more and with the current JLA designs has more reasons to use it which also creates decisions for when you should use it as your uses are limited by markers. His Special Attack feels special, having the ability to do the auto wound and select damage type is really neat. It makes you want to have him in close to were the action is happening. The damage type didn't factor on in my games but I can see it's value. Batman also feels good at 230 points.
JLA Trinity- GENERAL THOUGHTS ON THE TESTED UNIT: Wow these guys finally feel like a team. Their powers play off each other well and you want to play them as a team. The 1.0 version was mostly 3 figures that you played individually, with Superman going out first and attacking until he died, then Batman doing the same, then Wonder Woman. No great chemistry happening. Now you want to move them all forward to be ready for the Superman bonding turn or Batman's Special Attack, looking for auto wound opportunities. You also have Superman to the Rescue to help vulnerable allies stick around. The combo did go 2-0 but both games were close, especially game 2, a missed Flame On by Human Torch on Superman was the difference in that one. Game 1 was a bigger win but again felt winnable for my opponent(Bats), the Gundam under performed that game and was a pretty empty 300 points, which to me really affected the outcome.
This team has deserved to get some star power treatment, as its a marquee Faction/Team that seemed to always be lacking. I think its finally there with these designs! No recommendations for either figure. Really great job with these two re-designed figures for 2.0.