Saturday, February 10, 2024

Fistful of Lead Batman, Game 2

Alright, so when we last left our heroes, the Joker and his gang had robbed a bank, making off with a bunch of loot to financs who knows what scheme. In the process, Batman, Joker, and Harlequin had all been injured enough to have to roll for adverse outcomes at the end of the game (this is a part of the Fistful of Lead campaign rules).

Joker and Harlequin were both fine and available for this game. Batman, though was out for a game, suffered a permanent wound reduction of 1, and slowed movement! So, for the second game, I pulled together four specialists (the B team) to contest Joker, Harlequin, and a bunch of goon. The baddies were busy around the Gotham stockyards, destroying phone booths to cripple Gotham's PD's ability to respond to their evil plan. 

Teams got points for phones booths destroyed/saved at the end of the game plus points for leaders and specialists knocked out. Gotham phone booths are built tough and could be destroyed by melee or bombs, fight with 1d10, and take three wounds. Baddies deployed first, coming in along the right side of board, Team Bats can come in from either side road but opted to all come in on the far side, giving Harlequin an easy run at one phone booth but thickening up the defences of the other two.

Turn 1 saw mostly movement-to-contact stuff. Batgirl and Robin slipped up the far side of the board to confront Joker. Black Lightening moved to protect the phone booth, and Green Arrow took up a sniper position on top of a tractor trailer. 

On turn 2, Joker got the jump and popped out from behind a dumpster to unload his submachine gun at Batgirl! She managed to dance away but took a shaken marker. She and Robin then retaliated with a barrage of Batarangs, knocking Joker out of the game!

Meanwhile, out of the street, Joker's enforcer KOed the first phone booth and a bunch of punks blocked Black Lightning's path to the enforcer. Green Arrow did nothing useful. This would be a theme and in stark contrast to his big role last game.

Black Lightening made quick work of the punks in his way. Out of frame, Harlequin and her goons got closer to their phone booth.

On turn 3, Green Arrow saw the far side of the board was under control and leapt up on a building to take Harlequin under fire. She threw a bomb and blew up the second phone booth on her first try! Back on the far side of the board, there was some inconsequential fisticuffs and redeployment to protect the last phone booth.

Turn four saw Green Arrow wound Harlequin who replied ineffective and ran out of bombs.

A brave punk managed to lock up Black Lightening and the Joker's enforcer rushed towards the last phone booth. Robin missed with his last Batarang while Batgirl lagged behind the fight with her shaken marker.

Turn 5 opened with Harlequin machine gunning Green Arrow and taking him out of action! Her goons then ran towards the last phone booth.

On the far side, the enforcer rushed back to KO Black Lightening! Robin jumped down and into combat (and bad match-up for him, even with some extra card help) and traded wounds with the Enforcer.

Turn six saw Robin knock out the Enforcer. Harlequin rushed to the phone booth, but Batgirl knocked out a punk and then Bataranged Harly out of the game!

At this point, it was Batgirl and Robin against three punks. Batgirl ran out of Batrangs and the punks gave them a turn's trouble. But, eventually, they were able to knock two punks out and drive the third off. 

At the end of the game, Team Bats picked up 6 victory points (giving them a total of 7) but will need to roll for the fates of Black Lightening and Green Arrow. Team Joker got 6 points as well (for a total of 10). They'll need to roll agains for the Joker and Harlequin. I'm not nothing to role of regular characters. They are generic enough to just be replaced from game to game.

I'm pretty sure this game system could easily take four players. I played both this and the last game in about 60 minutes each. I may try the next game with two sets of teams on each side. Probably an outdoor adventure for a change of pace (and to get some different terrain on the table).

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