Tuesday, December 29, 2020

Superhero Media: Batman - Ninja

What the fuck did I just watch? Batman - Ninja is an American-Japanese co-production that places the history and iconography of the Dark Knight in the hands of an Anime production house. It's fucking weird. Not even, "Japan is a different culture and sometimes is a bit odd" weird, but "what the hell were they on when they made this and where can I get some?" weird. When an experiment by Gorilla Grodd goes wrong, Batman, his sidekicks, and most of the Arkham inmates are transported back to Feudal Japan. Due to plot convenience, Batman arrives weeks or months after everyone else and discovers that Two-Face, Poison Ivy, Joker and Penguin have usurped the Daimyos and are battling for conquest of Japan. Working with Alfred Pennyworth and Catwoman, Batman tackles the Joker head-on, losing in a battle against Joker's mecha-castle, but escaping with the aid of Red Robin, Nightwing, Red Hood and a clan of bat-themed ninja. No, really. 


And the nonsense just ramps up from there until a samurai mecha is fighting a giant monkey composed of monkeys and a giant Batman composed of bats. Catwoman changes sides every ten minutes, Ivy, Penguin and Two-Face are built up but don't get much screen time, and there's an odd sub-plot with the Joker hypnotizing himself to escape being murdered by Red Hood. All in, I found Batman - Ninja to be a bit of a mess, not really making enough sense, the pacing is all over the place and although it's very Japanese, nothing about the cultural difference truly impacts the take on the Dark Knight. My thinking is that whilst Peter Parker is a student/journalist who got his powers when bitten by a radioactive spider, Japanese Spider-Man is Takyua Yamashiro, a motocross rider given his powers by aliens to battle evil. I guess I was just hoping for a truly Japanese take on Batman, or at least to see Lord Death Man. 


All the above taken into account, Batman - Ninja is still probably at least worth one watch, if only because the design of the characters is really interesting. Sometimes, it's subtle, like Harley using a Kabuki-styled hammer, but others, like Red Hood and Catwoman are simply stunning and I want them as miniatures. Red hood is dressed as a Shinto monk with a reddy-brown wicker helmet and a sword hidden in his robes. Catwoman's mask has a little cat nose and her collar a large, gold bell, reminiscent of a Maneki Neko; also, her whip is tied around her waist, the end trailing as a 'tail', it's a great look for the character. Looking online, it seems that many other fans enjoy Batman - Ninja at lot more than I did, so you'll probably need to take a look for yourself to decide. At least it was a step away from the "grim and gritty" Nolan/Arkham Batman that still pervades the culture. Batman should fight more monkeys in the live action films. 

Friday, December 25, 2020

Playing Power Rangers - Heroes of the Grid

One of the friends I play card games with is a huge Power Rangers fan, and he picked up the "Heroes of the Grid" boardgame, giving me a chance to try it out. As regular readers will know, I'm not much of a fan myself, but appreciate the appeal, such as it is, but a boardgame full of superhero miniatures will always get my attention. Sadly, for some reason the figures in Heroes of the Grid are around the 40mm mark, so probably not of use to many wargamers unless Marvel Crisis Protocol is your go-to. 

This won't be much of an AAR, sorry, as the pictures uploaded in the wrong order and it's a bugger to fix, so I'll just be talking about the game and providing some commentary as I go. 

Heroes of the Grid is cooperative, with an enemy AI mechanic based on this track of cards, the players can choose to "attack" the next card in sequence or a later one that perhaps will have worse effects. The Rangers typically act first, then play alternates, so choosing the best moves is a big part of the strategy. 

I was playing as Zach, from Mighty Morphin' Power Rangers, whose abilities enabled him to sacrifice cards to power other attacks. Your deck of cards is also your health, so this play style made Zach risky but powerful. The Dragon Ball Z playmat is what I use for every card game, so has no particular meaning here. 

At a certain point in the game, a "Villain" will arrive, signalling the final turns. We got Rita, who is the most powerful in the core game, so we lost pretty quickly after that. Even with the large size of the figures, the detail is pretty nice and I suspect they'd paint up well. 

The all-important scale shot! Putty and Green Ranger next to a GW Underworlds Skeleton, about all I had to hand at work that wasn't a Space Marine or Reaper Bones. 

Each turn, a number of enemies spawn in each location; if any location becomes too full it is denoted as "Panicked". If all locations become Panicked, the Rangers lose. This isn't too dissimilar from other co-op games like Pandemic, but we lost to a bad flip only a couple of turns into the game and that kind of spoiled it for me. 

I just took this picture because it's a Power Axe, you know, like Warhammer. 

The basic board at the close of the second turn, moments before the random card flip lost it for us. Rangers can travel to different locations, but can recharge Power by going through the Command Centre. 

The start of the game looked pretty intimidating, but the Putties aren't too tough and decent teamwork clears them out nicely. 

Obligatory box shot. There is a huge number of expansions for the game already, which makes sense given the dozens of Power Rangers teams around. 

And being a miniatures gamer, I had to get an action shot, even if this was after we were soundly beaten. 

I'm not big on custom dice for minis games, but for board games I don't mind so much. These would also work nicely for SuperSystem or Super Mission force if you wanted more utility out of the purchase. 

After one game of Heroes of the Grid, I'm not terribly impressed, but mainly due to the random way in which we lost. Yes, I would have liked a resource for a couple of Power Rangers characters in 28mm, but I'll live for a little longer without them. What is there is good, especially if you're a fan, as the depth of characters is astounding for such a young game. From what I understand, the fan community is also pretty active, with lots of homebrew stuff out there and even new ways to play the base set. Unless my friend ropes me into a campaign of the game, I'm unlikely to revisit it here, though. 

Tuesday, December 22, 2020

Superhero Media: Ratchet & Clank - A Crack in Time

Until I sat down to re-play this game, I really didn't care for it at all. I remembered it being too much of a departure from the previous games to really engage me, and a quick look at the fan reaction online confirms that this was the majority opinion. What I found this time was a really interesting game that took a few risks with only a few real flaws. Yes, I now think I prefer A Crack in Time over Tools of Destruction, come at me fanboys. Probably the most distracting issue with A Crack in Time is all the weird little bugs and faults; it's possible to fall to the centre of a moon or get jammed between ferns far more often than it should be for a 'finished' game. The parts that most internet critics tend to focus on, the expanded mythos and new control schemes, I found myself really enjoying. After Clank's sudden disappearance at the end of Tools of Destruction, Ratchet is searing the far reaches of the galaxy for his old friend, and, for some reason, has brought Captain Quark with him. 


I really feel the saturation point for comic relief characters comes in the "Future" games, as well as Quark, there's Cronk, Zephyr and Sigmund, plus most of the characters make jokes anyway. I'm not saying that the Ratchet and Clank series needed more serious dialogue, but there was often overtones of importance or threat to the PS2 games that seem missing from the Future series. Clank wakes up at The Great Clock, a massive machine keeping the universe intact and safe from paradoxes, being pursued by Doctor Nefarious. Both Ratchet and Clank get a more expanded background in this game, with Ratchet being mentored by Alister Azimuth, an exiled Lombax General and Clank's true origins revealed. I know some fans were disappointed that Clank turned out to be a deliberate creation rather than an accidental genius, but having to play very different adventures with each character before they come back together to defeat the villain not only makes for an interesting game, but a compelling story.


What A Crack in Time feels like to play is a transition; like Insomniac were moving from the PS2 era games to something bigger and grander. Flying from planet to planet and undertaking missions for the inhabitants is a lot of fun, but the dialogue options are never as fun as the old cut-scenes. A Crack in Time could have been the "tipping point" for the franchise, from level-based exploration platformer into a grand space opera with a well defined universe and rich cast of characters. Sadly, this wouldn't be, and we were left only with our dreams of what could have been. I still stand by my contention that Up Your Arsenal is the best Ratchet & Clank game, but A Crack in Time is probably my second pick, despite it's flaws. It's really fun to play and easy to get your hands on, especially as a second-hand PS3 is all of $50AUD these days and is also a Blu-ray player. Doing a retrospective on these games only really makes me want to get my hands on some miniatures to at least include the title characters in my Ultimate Alliance games. 

Friday, December 18, 2020

Team Finished: The Hussars

When I started playing around with some concepts for some SuperSystem campaigns, I came to the conclusion that I needed a major villain in the vein of Doctor Doom or Kang the Conqueror, that disparate teams of heroes could unite and defeat in the climax of the campaign. Thinking along these lines, I began combining more and more ideas from comics I like, giving this character, that I christened "Ulysses" for both the Classical and Literary references, a heavy dose of Doom 2099, The Master (Doctor Who) and Kang from Avengers Forever. Ulysses is an enigma to the characters of my various teams and settings, sometimes coming as a threatening villain, others as an erstwhile ally, he often appears at times of dire crisis, with his team of warriors to do his bidding.

(From the left) Lynx, The Good Doctor, Ulysses, Avatar and The White Fly. 

Ulysses' Hussars 
Throughout the Omniverse, a legend echoes, a legend of a conqueror, liberator, monster and saviour all rolled into one. Known only by the title "Ulysses" this figure (or possibly group of individuals, as some have theorised), wields a strange variety of powers, speaks in riddles and is most often supported by a team of superhumans, to, as Ulysses puts it "deal with the riff-raff". Although typically seen with his "Hussars", Ulysses has also been seen with his, far more deadly, "Cataphracts", a dangerous collection of incredibly powerful beings under his command. With either team, Ulysses has battled The Equalisers, the Minions of Robespierre, the Psychovore and the Last Heroes, and even fought alongside the Last Heroes and a future incarnation of the Equalisers. Whatever his inscrutable goals, Ulysses is not a figure to be dismissed, in any time or reality.

Ulysses, The White Fly and Avatar 
(converted Heroclix, Eureka and Void)

Ulysses: Known across differing realities of the Omniverse as "The Dimensioneer", "Sojourner" or "Egimatrix", Ulysses is a mysterious figure, even to those who have encountered him more than once. When asked on his origins, Ulysses has been heard to wax lyrical about being trained by "Danny and Bruce", having gained his powers by purchasing them and his armour and weapons being appropriated from "Victor and Tony". What is known for sure are the devastating effects of Ulysses' powers and his keen strategic mind. Although he has been defeated, Ulysses always seems to return, with a new plan or goal that threatens an entire world or universe. 

The White Fly: Possibly the most feared Polish Pirate in all history, "The White Fly" plundered the Spanish Main for years before mysteriously disappearing. The possibility that Ulysses "plucked" the pirate from his own time and reality is far from remote, but the reasoning behind such 'recruitment' is somewhat baffling. A swaggering braggart with resplendent mustaches, The White Fly was known in his own time as much for his consumption of rum as he was his prowess in combat, but when fighting alongside the Hussars, he more than manages to hold his own. Even when facing super-powered beings, The White Fly makes his cutlass and pistol count in the fray. 

Avatar: A wise man once said that "every super team needs a ninja", and it seems that Ulysses has taken this on board with his recruitment of the man known as Avatar. A master of armed and unarmed combat, Avatar seems to not possess any superhuman abilities, but his prowess with blades has seen him be the match of many a more 'powerful' foe. True to cliché, Avatar is rarely heard to say much of anything, other than insinuating a lack of honour on his opponent's part or to swear nonspecific revenge for the death of a loved one.


The Good Doctor and Lynx 
(Studio Miniatures and Crossover) 

The Good Doctor: When the bad guys are doing it tough, breaking an insane killer out of prison is a regular go-to move; but rather than Il Duce or Bijomaru Mogami, Ulysses has the "Good" Doctor. A malevolent and vicious sociopath, the Doctor is shockingly stealthy and agile, slipping behind enemy lines and sowing terror with a series of grisly murders. For those who doubt just how villainous Ulysses can be, the presence of The Good Doctor in his team should be evidence enough. 

Lynx: When the Hussars need to lay the smack down, Lynx is the first in the fray. An exceptionally tall and powerful woman, Lynx is a merciless brawler armed with fearsome claws and big stompy boots. In contrast to Avatar, Lynx seems to only posses a rudimentary understanding of martial arts, instead relying on her superior strength to overpower foes; after all, a fist that can punch through concrete walls will do significant damage to someone's ribs. Some have suggested a romantic link between Ulyssess and Lynx, only to have Lynx track them down and beat them senseless.


Name: The White Fly
BP: 85
Affiliation: Ulysses’ Hussars  
AP: 11
Strike: 7 (1)
Strength: 3
Dodge: 6 (1)
Sense: 4
Toughness: 5
Mind: 4
Resolve: 6
Damage: 6
Powers
Banter 3 – May make up to four Soliloquy Attacks per game  
Super Strike 1 – May use Strike for Initiative Rolls, Weapon +3D
Implacable Charge - +1D Strike on Charge
Super-Dodge 1 - 1D to resist fall damage
Tactician 3 – 3AP, Grant 1 Re-roll to up to three friendly models within 15”
Sense Weakness – 2AP TN3 Sense Roll, +2D on next Attack against target in LOS
X
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KO

























 
Name: Ulysses
BP: 85
Affiliation: Ulysses’ Hussars  
AP: 13
Strike: 5
Strength: 3
Dodge: 4
Sense: 4
Toughness: 4
Mind: 7 (2)
Resolve: 5
Damage: 5
Powers
Telekinesis – 2AP hovers 22” in the air until start of next turn, Immune to falling damage
- Manipulate Object – 3AP Mind Roll, move object 2” per Goal, 15” Range
- TK Grab – 3AP, 15” Range Mind vs Dodge target is Immobilised
Pushing – Once per Turn +2D to any Goal Roll at the cost of 1 Vitality
Combat Reflexes – May break from Combat with an Opposed Dodge Test
Super-Mind 2 – May use Mind for Initiative Rolls, Second Sight – Can target models without LOS.
Nemesis (Robespierre) - +2D Resolve against attacks from Nemesis
Weapon +2D, Hard to Kill – 4AP to Cuff or Ace Ulysses
X
X
X
X
X
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X
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X
X
X







KO


























Name: Lynx
BP: 85
Affiliation: Ulysses’ Hussars
AP: 9 (5)
Strike: 7 (2)
Strength: 4
Dodge: 7 (1)
Sense: 4
Toughness: 4
Mind: 2
Resolve: 4
Damage: 7
Powers
Super Dodge 1 - +1D to resist fall damage
Super Strike 2 – May use Strike for Initiative Rolls
Combat Reflexes – May break from Combat with an Opposed Dodge Test and Charge again
Super Leap – 4D Roll 5/3” per Goal
Extra Attacks - +1AP to Flurry, 2AP to resist Grabs
Climbing – May Move over terrain, no Charging
Extra Move 5, Weapon +3D
X
X
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KO

























Name: Avatar
BP: 85
Affiliation: Ulysses’ Hussars
AP: 10
Strike: 7 (2)
Strength: 4
Dodge: 6 (1)
Sense: 5
Toughness: 6 (1)
Mind: 3
Resolve: 3
Damage: 7
Powers
Super Dodge 1 - +1D to resist fall damage
Super Strike 2 – May use Strike for Initiative Rolls
Sense Weakness (Hunter) – +2D on Attacks against Prey designated at start of game
Foresight – Counts one less for in Multiple Combats, may re-roll one scenario die
Fortune 2 – Each round, roll 2D, these may be substituted in for any roll made by Avatar
Super Toughness 1, Weapon +3D
X
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KO
























 
Name: The Good Doctor
BP: 85
Affiliation: Ulysses’ Hussars
AP: 13
Strike: 3
Strength: 2
Dodge: 3
Sense: 5
Toughness: 3
Mind: 8 (2)
Resolve: 7
Damage: 7
Powers
Super-Mind 2 – May use Mind for Initiative Rolls
Dominate [2]  – 4 AP, 15” Range, Mind vs Mind roll, take control of Target for next Activation
Combat Reflexes – May break from Combat with an Opposed Dodge Test
Lone Wolf – Does not gain Friends in Combat bonus or Tactician

Weapon +5, Extra Vitality 1
X
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KO