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The figure used for this unit is a Heroclix figure from the 15th Anniversary Elseworlds set.
Its model number and name are #001, 014, 026, 101 / Batman.
Character Bio - After years of fighting to stamp out crime and corruption in Gotham, often concluding in high profile events, Batman became globally known as a respected defender of the people of Gotham. So when threats to the Earth itself arrived, it didn't take long for other heroes on Earth to seek out his help and support in stopping these global threats to humanity. While initially a reluctant member of the Justice League, he came to value the need of such an organization and made several valuable contributions to its success. While not possessing super powers like most of the other members, his tactical mind and dedication to being fully prepared ensured the group would preform together at a high level. Never overly trusting, Batman also used his membership in the League to keep tabs on and learn more about these other 'heroes' of Earth just in case he should ever need to bring one down.
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As a Bruce Wayne who is not an Industrialist, Batman may be drafted alongside Bruce Wayne and placed on the battlefield with his Dark Knight Rises special power.
Re: The Book of Batman (Bruce Wayne) (JL II) (Breathing)
NAME = BATMAN
SECRET IDENTITY = BRUCE WAYNE
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 5
ATTACK = 3
DEFENSE = 5
POINTS = 190
AT THE READY
Start the game with a Glyph of Bat-Grapple on this card. Batman cannot lose this glyph by receiving wounds unless he is destroyed. Instead of moving normally with a friendly Unique Hero, Batman may move or use his Bat-Grapple. Once per round, after using At the Ready, Batman may attack a figure engaged with that Hero.
ASSESS WEAKNESS 11
Before moving with Batman, you may choose a figure within 2 clear sight spaces and roll the 20-sided die. If you roll 11 or higher and Batman attacks the chosen figure with his normal attack this turn, it subtracts 3 from its Defense number, or 6 from its Defense number if it is a destructible object.
NERVE PUNCH
When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. If Batman inflicts one or more wounds on an adjacent Unique Hero with a normal attack, you may immediately remove one unrevealed Order Marker at random from the defending figure's Army Card.
Re: The Book of Batman (Bruce Wayne) (JL II) (Breathing)
I think he may actually pair well with Cyborg (JL) in that you want to get him up close in the action and then win initiative so you can get that turn 1 bat grapple then nerve punch in.
Also makes for some nice army building variety/variability. It was hard to get Superman, Martian Manhunter, or the Lanterns into 1000 point JL armies usually, so having lower point options should help. Also means you can typically squeeze in just a little more to armies which is nice, given at one point JL was considered "a 1600+ point games faction to be effective". Very happy we've worked down from that.
Personally, I still haven't found the Batman for me, either. I like JL Batman as a support in JL armies, but I have yet to play a Batman that I want to draft often, especially outside of specific synergies. Getting a generalist that can work with the Avengers etc. sounds fun. Hoping to accomplish a bit of that here.
Personally, I still haven't found the Batman for me, either. I like JL Batman as a support in JL armies, but I have yet to play a Batman that I want to draft often, especially outside of specific synergies. Getting a generalist that can work with the Avengers etc. sounds fun. Hoping to accomplish a bit of that here.
Re: The Book of Batman (Bruce Wayne) (JL II) (Vote 4 Initial
yea
Intended that he can roll for Assess Weakness on his At the Ready move/attack? Honestly not sure if that works or not with current wording; might end up needing to clarify it.
Re: The Book of Batman (Bruce Wayne) (JL II) (Vote 4 Initial
It is intended that he would be able to do so, yes. I think since Assess Weakness just says "before moving" rather than "before moving normally", and At the Ready says you may "move Batman with his Bat-Grapple", should cover it. But no problem clarifying if needed.
Army Test 1
Map: Conflict Chernobyl
Units: Batman(190), Cap(240), Ms. Marvel(350), Winter Soldier II(240) (1020)
vs. Luke Cage(190), Iron Fist(260), Moon Knight(150), Spider-Man(250), Tigra(170) (1020)
Spoiler Alert!
Attack Damage:
2 wounds on Luke Cage(botch). (Nerve Punch)
At The Ready:
Moves up and uses a ranged attack.
Assess Weakness 11:
0/1
Nerve Punch:
Removes OM3 from Cage.
Notes:
R1: Spidey puts 1 wound on Winter Soldier. Winter Soldier misses his GYS roll. Spidey pulls Ms. Marvel, then puts 4 wounds on her(botch). Luke Cage kills Ms. Marvel, and takes 1 wound from her BD.
R2: Spidey pulls Cap, puts a wound on him. Cage puts 2 wounds on Cap. Winter Soldier puts a wound on Cage with GYS. Cap puts 3 wounds on Iron Fist. Winter Soldier puts a wound on Fist. Fist heals a wound. Cage kills Cap(botch).
R3: Fist puts 3 wounds on Batman, then heals a wound. Winter Soldier misses his GYS roll. Luke Cage kills Batman. Winter Soldier puts a wound on Iron Fist. Moon Knight puts a wound on Winter Soldier.
R4: Winter Soldier takes 1 wound from LEA, then kills Cage. Winter Soldier takes 1 wound from LEA, then puts 2 wounds on Tigra. Tigra kills Winter Soldier.
Iron Fist with 3/5 wounds. (2 life)
Tigra with 2/5 wounds. (3 life)
Spider-Man unwounded.
Moon Knight unwounded.
Spider-Man made it hard for the Avengers to do their thing. Some poor luck as well on the Avenger side.
Army Test 2
Map: Conflict Chernobyl
Units: Batman(190), Wonder Woman(310), Black Canary(220), Green Lantern(John)(280) (1000)
vs. Luke Cage(190), Iron Fist(260), Moon Knight(150), Shang-Chi(230), Tigra(170) (1000)
Spoiler Alert!
Attack Damage:
1 wound on Luke Cage. (+1 from WW, Nerve Punch)
1 wound on Luke Cage(-3). (+1 from WW, Nerve Punch)
2 wounds on Luke Cage(-3, botch), kills him. (+1 from WW, Nerve Punch)
At The Ready:
R2: Engages Cage.
R3: Engages Fist.
Assess Weakness 11:
3/5
Rolls an 11, subtracts 3 from Cage's defense.
Rolls a 17, subtracts 3 from Cage's defense.
Rolls a 16, subtracts 3 from Fist's defense.
Nerve Punch:
Removes OM2 from Cage.
Removes OM3 from Cage.
Notes:
R1: WW removes a marker. John puts 2 wounds on Fist. Fist heals a wound. Cage puts 2 wounds on John. Canary Cries for 1 wound on Cage and Fist.
R2: WW removes a marker. John puts a wound on Cage with GBB. Fist puts a wound on John, then heals a wound off Cage.
R3: WW removes last marker. Moon Knight would kill John with CD, but he reveals the X, then Moon Knight puts a wound on Batman with CD. Shang-Chi puts a wound on Batman. Canary puts a wound on Fist. Shang-Chi kills Batman(botch). Canary Cries for 1 wound on Fist and Shang-Chi. Canary puts a wound on Shang-Chi. John puts a wound on Shang then kills Fist with GBB.
R4: Shang would kill John, but he reveals the X. Shang kills John. Moon Knight puts 2 wounds on Canary. She misses her Cry. Wonder Woman puts 3 wounds on Moon Knight. Wonder Woman puts 1 wound on Moon Knight.
R5: Shang puts 2 wounds on Wonder Woman. Canary Cries for 1 wound on Shang and kills Moon Knight. Wonder Woman kills Shang-Chi. Tigra kills Canary, she misses her Cry. Wonder Woman puts 3 wounds on Tigra(botch).
Army Test 3
Map: Conflict Chernobyl
Units: Batman(190), Martian Manhunter(420), Green Arrow(210), Green Lantern(John)(280) (1100)
vs. Star-Lord(250), Nebula(240), Gamora II(300), She-Hulk(310) (1100)
Spoiler Alert!
Attack Damage:
1 wound on Gamora. (Nerve Punch)
2 wounds on Gamora. (Nerve Punch)
At The Ready:
R2: Engages Gamora.
R3: Stays next to Gamora.
Assess Weakness 11:
2/2
Rolls a 19, subtracts 3 from Gamora's defense.
Rolls a 14, subtracts 3 from She-Hulk's defense.
Nerve Punch:
Removes OM2 from Gamora.
Notes:
R1: John puts a wound on Star-Lord. Gamora puts a wound on John. Martian Manhunter puts 2 wounds on Star-Lord. John puts a wound on Star-Lord. Gamora puts 3 wounds on Martian Manhunter.
R2: John puts a wound on Nebula and kills Star-Lord with GBB. Gamora puts 2 wounds on John. John puts a wound on Gamora with GBB. Green Arrow puts a wound on Gamora. Martian Manhunter puts 2 wounds on Nebula. Green Arrow kills Nebula. She-Hulk puts a wound on Martian Manhunter.
R3: Gamora would kill John, but he reveals the X. Gamora puts a wound on Batman. Martian Manhunter puts a wound on She-Hulk. John puts a wound on She-Hulk and kills Gamora with GBB. She-Hulk kills Martian Manhunter. John puts 3 wounds on She-Hulk. She-Hulk kills John.
R4: She-Hulk heals. She-Hulk kills Batman(botch). She-Hulk puts 3 wounds on Green Arrow.
R5: She-Hulk heals. She-Hulk kills Green Arrow.
She-Hulk with 3/6 wounds.
Close finish. Anyone's game down to the final rolls.
Army Test 4
Map: Conflict Chernobyl
Units: Batman(190), Superman(380), Wonder Woman(310), Black Canary(220) (1100)
vs. Cap(240), Ms. Marvel(350), Winter Soldier II(240), Iron Man(Avengers)(270) (1100)
Spoiler Alert!
Attack Damage:
1 wound on Cap(botch), kills him. (+1 from WW, Nerve Punch)
3 wounds on Iron Man(-3, botch). (+2 from WW & Superman, Nerve Punch)
At The Ready:
Grapples adjacent to Superman.
Stays engaged with Cap.
Assess Weakness 11:
1/2
Rolls a 14, subtracting 3 from Iron Man's Defense.
Nerve Punch:
Notes:
R1: WW removes a marker. Iron Man reveals X to not take a turn. Iron Man puts 3 wounds on Black Canary. Canary Cries for 1 wound on Cap, Iron Man, and Winter Soldier. Ms. Marvel kills Black Canary. Canary misses her Cry. Superman puts 3 wounds on Cap.
R2: WW removes a marker. Iron Man reveals X to not take a turn. Winter Soldier puts a wound on Superman. Superman puts 2 wounds on Winter Soldier. Cap puts 3 wounds on Superman. Superman kills Winter Soldier. Iron Man puts 2 wounds on Superman(botch). Ms. Marvel kills Superman.
R3: WW removes last marker. Ms. Marvel kills Batman. WW puts 3 wounds on Ms. Marvel. Ms. Marvel puts 2 wounds on Wonder Woman.
R4: Ms. Marvel puts 1 wound on WW. Ms. Marvel puts 2 wounds on WW. WW kills Ms. Marvel, but is also killed by her BD.
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY:
Like Superman, he feels maybe a hair weak for his points, but we can stay the course going into public testing in case others find more success with him. Made a small tweak to At the Ready for that last game, making the once per round limitation only tied to the attack part. This should help him get into battle a little easier once your other figures are engaged. Feels like a more methodical Batman, which is neat.
Re: The Book of Batman (Bruce Wayne) (JL II) (Public Test)
Tests
FreshFoods said:
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT : BATMAN *JUSTICE LEAGUE II*
Spoiler Alert!
NAME = BATMAN
SECRET IDENTITY = BRUCE WAYNE
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 5
ATTACK = 2
DEFENSE = 5
POINTS = 190
AT THE READY
Start the game with a Glyph of Utility: Bat-Grapple on this card. Batman cannot lose this glyph by receiving wounds unless he is destroyed. Instead of moving normally with a friendly Unique Hero, Batman may move with his Bat-Grapple. Once per round, after moving with At the Ready, Batman may attack a figure engaged with that Hero.
ASSESS WEAKNESS 11
Before moving with Batman, you may choose a figure within 2 clear sight spaces and roll the 20-sided die. If you roll 11 or higher and Batman attacks the chosen figure with his normal attack this turn, it subtracts 3 from its Defense number, or 6 from its Defense number if it is a destructible object.
NERVE PUNCH
When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. If Batman inflicts one or more wounds on an adjacent Unique Hero with a normal attack, you may immediately remove one unrevealed Order Marker at random from the defending figure's Army Card.
Army Test
Map : Country Road (No Glyphs)
Units : Batman *JL II* (190), Ms. Marvel (350), Crossbones (160)
= 700
VS.
TMNT
= 700
Spoiler Alert!
Pre-Game Thoughts/Preview : Taking the high ground is the priority for the red team, so that Crossbones and Ms. Marvel can fire away. Batman’s Nerve Punch will likely be useful no matter which turtle he fights.
Damage Done (Normal Attack) : Used 5 times, 3 wounds to Donatello, 1 wound to Michelangelo
AT THE READY : Movement used 2 times, attack used 1 time
ASSESS WEAKNESS 11 : Used 1 time, successful 1 time on Michelangelo
NERVE PUNCH : Removed 2 OMs, the X from Donatello and the 3 from Michelangelo.
ROUND 1 : Avenger initiative.
Early movement from each side.
ROUND 2 : Avenger initiative.
Ms. Marvel moves to the mouth of the bridge and vaporizes Leo in one blast. The turtles struggle with their D20 rolls, and can’t put up much of a counter attack.
ROUND 3 : Avenger initiative.
Donny throws Ms. Marvel onto low ground. On Ms. Marvel’s turn, Batman moves with At The Ready, and attacks Donny, dealing 1 wound and removing the X OM with Nerve Punch. Batman later attacks Mikey, dealing a wound and removing OM 3.
ROUND 4 : Avenger initiative.
Crossbones puts a wound onto Mikey. Mikey leaps over his foes and attacks Crossbones, no wounds. All 3 members of red team do something on Ms. Marvels turn, Batman deals 2 wounds to Donny and removes the X OM, Crossbones takes 2 wounds from Lock and Strike, Ms. Marvel attacks Donny but fails to wound. On her next turn Ms. Marvel takes Donny out.
ROUND 5 : TMNT initiative.
Raph’s Self Importance kicks in, he leaps onto the bridge and kills Batman, then goes after Crossbones, his Human Shield has Raph accidentally kill Mikey however. Crossbones brutalizes Raph, dealing 4 wounds in one attack. Raph manages to take out Crossbones on his following attack. Down to just Ms. Marvel and a heavily wounded Raph now. Raph avoids a blast from Ms. Marvel, and even manages to wound her, but she turns him into space dust on her next attack. Red team wins!
Who won? List figures remaining in the winning army (include life remaining for heroes): Ms. Marvel 5/6 Life
Post-Game Thoughts : The turtles had such a rough time at the beginning that they nearly recovered from. Raph’s Self Importance in round 5 was almost enough to turn the game around. Batman felt like a big nuisance for the turtles, it’s easy for him to get height and he’ll usually be able to operate even without getting any Order Markers. His Nerve Punch really kneecapped the turtles.
Army Test
Map : Country Road (No Glyphs)
Units : Batman *JL II* (190), Wonder Woman *JL* (310), Green Arrow *JL* (210), Booster Gold (290)
= 1000
VS.
Captain America (240), Black Widow II (230), Jocasta (180), Hawkeye II (160), Kenshi (190)
= 1000
Spoiler Alert!
Pre-Game Thoughts/Preview : Both teams have a buffer in Wonder Woman and Captain America.Losing either figure would really hurt the respective team.
Damage Done (Normal Attack) : Used 5 times, 3 wounds to Kenshi, 3 wounds to Jocasta
AT THE READY : Movement used 2 times, attack used 2 times
ASSESS WEAKNESS 11 : Used 2 times, successful 1 time against Kenshi
NERVE PUNCH : Removed 1 OM, OM 2 from Kenshi.
ROUND 1 : Avenger initiative.
Early movement from both sides.
ROUND 2 : Avenger initiative.
Hawkeye carries Cap up and fires at Batman, but no wounds. A few potshots, but nothing major as each team gets onto the bridge.
ROUND 3 : Avenger initiative. WW activates Ambassador of Justice.
Cap deals a wound to Batman and WW. Lots of maneuvering from each team, but only a few wounds here and there.
ROUND 4 : Avenger initiative. WW activates Ambassador of Justice.
Batman deals 2 wounds to Kenshi and removes his OM 2. WW then deals the last wound and finishes Kenshi. Hawkeye deals 2 wounds to Booster, and moves to clog up the bridge. Booster puts a wound onto Cap, and Green Arrow uses Arrow to the Rescue. He kills Hawkeye.
ROUND 5 : JL initiative. WW activates Ambassador of Justice.
Batman and Booster throw some attacks, Booster wounds Cap. Cap retaliates and kills Booster. Batman goes on the offensive and attacks Widow, but Jocasta takes the hit for her. Jocasta then manages to kill Batman.
ROUND 6 : Avenger initiative.
The Justice League are quickly put on the defensive, as Cap deals heavy damage to WW. She and Green Arrow can’t get any offense going this round, while the Avengers press the advantage.
ROUND 7 : JL initiative.
Green Arrow gets a wound through on Cap, but he and Jocasta are able to take out WW, leaving Green Arrow by himself.
ROUND 8: Avenger initiative.
Cap puts the past wound on Green Arrow and takes him out. Avengers win!
Who won? List figures remaining in the winning army (include life remaining for heroes): Captain America 2/5 Life, Black Widow 5/5 Life, Jocasta 2/5 Life
Post-Game Thoughts : Fun game that felt really back and forth, although the Avengers started to pull away in the end. Batman didn’t do as much this game, but he was competing against some pricier figures. His OM removal was still very useful when it happened.
Thoughts on the Tested Unit's Cost, Balance, and Draftability : Cost feels fine, he’s a cheap-ish champion and felt about on the same level as all 4 of the TMNT. I can definitely see myself drafting him in champion builds, he’s a lot cheaper than most figures in that class and he has some solid utility, since you don’t really need many OMs on him once he’s near the fight. Assess Weakness + an auto skull makes his offense fairly reliable, and being able to move + attack without needing to use an OM on him is a big benefit.
General Thoughts on the Tested Unit : A unique interpretation of Batman, I like him. He's a cheap Champion which lots of builds will appreciate, and it feels like his whole kit has uses throughout the game. I had a good time with this PT.