Welcome back to the Learnin’ Batman series. Today we’ll really get a glimpse at the game and look at the pieces that make up the turn structure. Check out Part one to get up to speed. Let’s keep plugging at these rules and see what’s next! I’m going to have to get an opposing faction for the Penguin so I can demo and get friends to play with me of course. But who shall the penguin’s rival be? I chose the penguin only after asking one of my buddies here about an underplayed leader. I’ll probably learn some more of the game and chose the second faction based on cool mechanics or plan for a Mr. Freeze type crew.. Because Arnold. ( I know, I know this Mr. Freeze model is from the game, but still) (**since writing this back in October ’16 the freeze crew came out!!!!!)
So terrain is placed and crews have been created. The next step is roll a d6 to determine the scenario. Scenarios have different deployment zones, objective details and victory point details. If there isn’t an explicit round limit then players decide on a number. Every player should place the round number of tokens in a bag or container. The attacker on the scenario and some other things in the game are determined by drawing a random counter.
Next each player deploys what’s known as ‘urban furniture’. No, not those chipotle stools too awkward to sit on. We’re talking lamp posts and sewers. Both are represented on 30mm bases. Players deploy d3 of each starting with the player with the most sewers players alternate placing theirs. They can be anywhere in play 20cm or more from another sewer marker and more than 5cm from the board edge. One can enter and exit the sewers during the game!? Any time during the turn a character can enter the sewer if in contact with a marker, players must spend 1 SC and one MC. So one special counter and one move counter to enter the sewer. He’s removed from play or placed on a sewer space to keep both players aware. Only one character per crew may be in the sewers and they must spend the next entire round in the sewer before they can exit. Characters lose their basic move distance when exiting the sewer. If they wish to move or attack on exit then they can spend special counters. If an enemy has models in base to base with a sewer marker then you can’t use it to exit onto the board. A big character has to have two models blocking the sewer to keep him from bursting out. Also KO characters don’t block sewers. Next are Lamp Post markers they illuminate everything within 10cm of their volume. Illumination doesn’t pass through solid obstacles, the lamp is 10 cm high. Decide with your opponent on which areas around it are or are not illuminated. They are also placed alternatively but I can’t find any details on their placement so we’ll say they use the sewer placement guidelines for now. Lamps can be targets they have a defense skill of 2 and are removed from the game if they take damage. Certain traits can damage objects and things so lamps may go down in the crossfire.
Now both players deploy their crews starting with the attacker chosen at random earlier. Divide your crew into two groups of equal number. The attacker chooses a deployment zone and deploys one of his groups. The defender deploys a group in the other deployment zone and so on. Characters can begin play ‘crouched’ which normally costs an SC. This grants some kind of defensive bonus for being close to terrain that we’ll cover later. Models with hidden and undercover as traits are deployed after the objectives again starting with the attacker. There are seven different types of objectives!? And each player chooses 3 different types, they’re placed in alternating activation starting with the attacker and considered friendly to he who placed it. They are placed in the ENEMY deployment zone unless otherwise stated. They can’t be within 5cm of other markers or the board edge and they must be deployed 10 cm or more from a friendly deployment zone. These markers can’t be killed or taken down into the sewers. Now characters with deployment shenanigans would deploy. Undercover then Hidden then plant! To control an objective a character must be in contact with it and not be in the KO state. We’ll detail the objective specifics later when we are in a better place to judge them. But they are Ammo crates, Loot, Riddles, Titan Containers, safe boxes, joker gas canisters and batsignals! Now the random markers and models offered make sense there are sweet models for all of these including a laser cut bat signal! That’s kind of cool, I’m excited to dig into those down the road.
So objectives are down the crews are out it’s time to begin this beast. So the container from earlier with tokens for each round and side (ie 5 penguin tokens and 5 batman tokens for a 5 round game in a bag) it’s called the ‘Raise the plan’ container. The game begins with the attacker drawing the first counter but we’ll detail that in a bit. Characters are put in the KO state when they are first reduced to 0 endurance. Then they are placed in the ‘Casualty’ state and taken off the board if not assisted. The first time a player puts an enemy in KO and when they casualty them the player scores VP based on the chart below.
The game ends when the raise the plan container is empty or when one side of the encounter has been routed. If 70% or more of a crew (rep based) is in a casualty or KO state one character is selected to make a willpower roll (2d6) if this passes the game continues if it fails then it’s over. The enemy gets an additional 1 VP per counter left in the raise the plan container if they force their opponent to flee before the game ends.
As we’ve discussed the round begins with one player grabbing a marker from the raise the plane container which we’ll now dub the rtp for brevity and sanities sake. This will be a counter for one of the two players and that means they’ll get to decide who is goes first that round. The first player ‘raises the plan’ or rtp’s by placing action counters equal to each characters willpower on their basic card stats. (up to the max) then the second player can do so. I can see a huge benefit to going second here so you can react and see what your opponent is investing in. The stats that willpower counters are being split across during a rtp are Move, attack, defense and special. The characters counter pool is reduced by one for every two damage a character has taken and stats can be left blank during allocation. Once placed the counters become MC for movement, AS for attack, DS for defense and SC for special. During the characters activation you’ll pay for actions by discarding specific counters.
Players alternate activating one model at a time. When they do so the character can move then attack, attack then move, just move, just attack or do nothing. This means they can attack multiple times but they need to do it all at once before or after moving. Once they’ve spent all their counters play passes to the opposing crew where one character spends all their counters. Each action should be declared in the order of execution before they happen. Crews will often have differing numbers of models in each. The crew with the lowest model count is given a number of passes equal to the difference in their models vs the other crews. During the game a pass may be taken to pass play to the opponent. A player may not use more than two passes in a row! That really helps without activation. Low model count crews will be able to take their actions when they’d like to. Some traits are passive which means they’ll activate or come into play during an opponent’s turn which adds another layer to the ‘interesting’ within this game system. At the end of the round and KO or stun models can try to heal or get up by making a recovery roll. Recovery roll is a single d6 a 4+ is a recover if the model recovering has left over SC then they get an additional d6 for each, every 4+ after the first buffs the recovery. Then unused action counters are removed from cards and victory points are scored and conditions are checked. That could be the end if there are no counters in the rtp or the determined round number has been met. Rinse and repeat and you’ve got yourself Batman Miniatures Game! We’re going to go the distance with this post and cover movement before wrapping up.
To begin movement each character can move 10cm by default this is called BMD or basic movement distance. A character can choose to spend one or more MC when moving to move an extra d6 in cm for each MC spent in this way. This move distance can’t be interrupted by other actions. Spending BMD + 1MC +1 SC means you can run which is double BMD 20cm in a straight line ignoring difficult and obstacles and models. Before or after running you could spend your other MC dice to move additional d6 cm per counter as well. Whew, we’re getting crunchy here and I like it! Characters can spend 1 MC to stand if knocked down. Difficult ground requires double movement to cross unless taking the run action. Small obstacles less than half the mini can be ignored in crossing. Those higher than half the height of the mini, 2-4 cm for a human model on a 30mm base, require 1MC to cross. I think that means you just discard the counter to move across it. Remember run will help you ignore these but shoot you in a straight line double your BMD! Distances greater than that must be climbed using 1 MC, climbing costs double movement and characters must end where they can be placed. If not then the character either springs into the air? Or falls.
One can spend 1MC to jump over obstacles and holes and movement is double jump distance is 5cm for characters with BMD of 10cm. (most) If a character jumps down, their movement isn’t reduced and they can keep on moving. Springing into the air costs 1MC or the character falls. If the spring succeeds then the model can fall down their jump distance without falling effects, ‘controlled fall’ or ‘super hero landing’ which is hard on the knees as we all know. Remainder is fall distance and could cause ‘issues’. Characters can vertical jump by spending 1 MC as well, again it’s 5cm if they have a 10 cm BMD. That 5cm is called the jump capacity or JC.
When falling the character is knocked down unless they pass an agility roll. If the fall is 5cm or less 1 stun damage is applied, 6-10 means 1 blood damage, 11-15 cm means half the endurance in blood damage and more than 15cm means they are a casualty and removed from play! Damn, don’t fall from things. I do wonder if you get VP for KO if you auto casualty somebody by pushing them off a building? I’m really hoping big characters will be able to carry minis up buildings and throw them off! Back to reality though we’ve got ‘crouch’, models can be deployed crouch or spend 1SC when in base contact with terrain to get +1 to the Ping! Roll. We’ll find out what that is shortly. If a terrain piece like a door or object on the game table requires an action to use or benefit from the player must spend 1MC and be in base contact with it.
Now that the turn structure is outlined and we’ve covered movement we’ll go over attacks and the different objective types in next weeks’ Learnin’ Batman post. Then we can dive into the Penguin’s crew selection and discuss some stats and lists. Let me know if you have any questions or insight. Happy gaming.