A few weeks back, I posted up some 25mm superheroes from the mid-1980s. I got another box in the mail, this time the Teen Titans. The box came with six heroes and four villains and I managed to get the heroes painted up.
Saturday, June 13, 2026
25mm Mayfair Games Teen Titans
Saturday, May 16, 2026
Mayfair Games 25mm Super Heroes: Justice League
Back in about 1984 or 85, Mayfair Games released a superhero rpg called DC Heroes. For a kid who loved dungeons and dragons and comic books, this was fantastic. They also released a bunch of boxes of 25mm superheroes and villains.
I recently bought the Justice League box to see what they were like. Straight out of the box, these were hugely disappointing, being very small 25mm figures with very flat and static poses. After some work, though, they started to grow on me.
The heroes in this box were Batman, Green Lantern, Superman, Hawkman, the Martian Manhunter and Green Arrow. The lack of Wonder Woman is notable, but not as notable as the insane pose they gave Batman (which looked way worse on bare metal).
Saturday, March 15, 2025
Fistful of Dice: Deathstroke vs the Teen Titans

Scenario
Deathstroke has been contracted to kill the Teen Titans. To lure the Titans into the open, he’s staged a jail break, killing the cops in the precinct, and releasing into the streets four of the most fearsome gangs Gotham has ever known.
Team Death Stroke (leader plus 4 groups grunts)

Deathstroke d12 shooting/melee
- sniper rifle 16/32”
- sword (+1 in close combat roll)
- dead eye (+1 to shoot rolls)
- ferocious (+1 to wound rolls in close combat)
- tough as nails (4 wounds)
- pistol 6/12”
- pistol 6/12”
- club (-1 to wound roll but add additional shock marker)
- club (-1 to wound roll but add additional shock marker)
Robin d10 shooting/melee
- batarang 6/12” (shock result only; 2 shocks = 1 wound)
- staff (may attack from 2” away in close combat)
- master (roll 1 additional die in close combat and select best result)
- fancy footwork (win ties in close combat)
- magic lasso (may attack from 4” away; wins ties; add additional shock marker)
- tough as nails (4 wounds)
- impervious (ignore wound penalties on movement, attack and recovery rolls)
- long bow 11/20”
- fists (-1 to wound rolls)
- sniper (once per turn re-roll shooting)
- eagle-eyed (extra range already factored in)
- electric shock 6/12”
- power fist (-1 to wound roll but add additional shock marker)
- armoured (roll 1d10 per hit, on an 8-10 the hit is absorbed by the armour)
- brawler (reroll close combat roll once per turn)

- Deathstroke sets up four gangs within 1” of the police station; Deathstroke may be placed anywhere within 1" of the station, including on the roof.
- Titans are positioned at least 9” from the police station.

- Deathstroke gets 5VPs per Titan OOA, 10VPs if Titan dies in post-game resolution
- Deathstroke gets 0.5VP per grunt exiting the Board (max 8) and 2 VP per building burgled (no maximum, buildings take 3 wounds to enter).
- Titans get 1VP per grunt OOA or captured and 10 VPs if Deathstroke OOA

Roll 1d6 at the end of each turn and adding the following:
- +1 for gunfire having occurred in the game
- +1 for each building being burgled in the game
- +1 for each figure OOA in the game
Game ends
- All Titans are OOA or off board or
- All Deathstroke grunts are off board, OOA, or captured.
Saturday, March 16, 2024
Mixed bag of painting
I finished a random assortment of things today. When I was using my Mageknight dungeon tiles recently, I realized I had no stairs. I had two idea to deal with this. The first was to take some of the "trap" tiles that had a centre cut out and use them to make spiral stair cases. This is one with the centre piece pulled out, a wedge of the piece cut as a step and the rest of descending steps painted in. This looks better in person than in this picture. I did two of these.
I also did the reverse to build stairs going up, basically taking centre pieces and cutting them to give the impression of stairs. Not playable in any way but a reasonable enough representation. The other approach is straight stairs that sit on tiles. I'll start these this week.
I got this random sci-fi guy in a job lot. I had no idea what to do with him. His gun looked suitably impractical that he could stand in a Mr. Freeze in my super hero games.
Craig also kindly mailed me a couple of Heroclix figures over the holiday. On the left is Ra's alh Ghul' daughter (but will do as a generic gunslinger). On the right is the Ventriloquist from the campy 1960s/70s Bat comics but who could be a very dark villain if you wanted.
Up next: Some Russian Crimean Hussar Lancers are almost done.
Saturday, March 9, 2024
Fistful of Lead Batman, Game 4 Finale
Saturday, February 17, 2024
Fistful of Lead Batman, Game 3
So, picking up the storyline in this series of linked scenarios, the Joker had destroyed enough of Gotham's communication infrastructure that he was able to kidnap Commission Gordon! Unfortunately, during the dust-up, Joker was seriously injured and had to sit out a game, as did Green Arrow.
I wanted to see how well the game played with four players as well as use some of my outdoorsy terrain so the scenario is that the Joker's gang has to get Commissioner Gordon from the far corner of the table to the near corner, and then into the Joker's liar. This requires going through Gotham woods, which is bisected by a stream and a marsh. Harlequin and various gangsters start with Commission Gordon. For support, a team of four specialists marches out of the Joker's Lair.
And, in the middle of the board, Black Canary took out a mob boss while Robin ran out of batarangs. Black Lightening also ran out of juice, but the fight had largely gone out of the remaining mobsters and they bolted.
At the end of the game, Team Bats scored 10 points (for a total of 17 so far) while Team Joker picked up 4 points (for a total of 14 so far). Both teams had a lot of figures injured who will need to test to see if they are available for the last fight, deep inside Joker's lair (giving me a chance to haul out my dungeon terrain).
Overall, the game played fine with four players (perhaps even more interesting because the action shifted back and forth and more special cards came up). Batman might be a touch too powerful with his shooting and I wonder if the damage done by batarangs need to be downgraded to shock only?

















































