Sunday, 7 February 2016

28mm ZTV2 Battle Report: Lobster Johnson, Molly Hayes, Moon Knight & Doctor Who Verses Rasputin, The Joker, Travis & The Grey Hulk - Act One

LOBSTER JOHNSON VERSES RASPUTIN
This game was played predominantly using “The Battle” episode rules of “ZTV2” by “Crooked Dice Game Design Studio”. However in order to better accommodate the fact we were playing on a 2’ x 2’ game board, the Special Rule that models within 6” of an objective token could each reroll one die every turn was shrunk to just 3”. As I wanted to try out the rules ‘straight from the box’ all of the Stars and Co-Stars used were taken from the sixty cast members which come with the Starter Set.

“The story so far… The mad monk Grigori Efimovich Rasputin has lured some of the multi-verse’s most despicable villains to the dimension of the Ogdru Jahad in order to help him open a permanent portal to our world. Forewarned of the fiend’s plan, Lobster Johnson has put together a team of heroes in order to thwart the servant of the Dark Gods. But having traversed the interspatial gap between realities and subsequently tracked down his foe, the New York City vigilante realizes the only way he is going to be able to stop the black magician is by winning an out-and-out fight…"
THE TABLETOP - THE BARREN DIMENSION OF THE OGDRU JAHAD
Before the game started a number of boulders were positioned randomly about the tabletop, as well as a small toxic pool and a somewhat larger one. In addition five objective tokens (some oil barrels, a broken robot, a grave marker, a statue and some ducklings) were also placed on the board. It was then determined that the super-villains would be the attackers, so Moon Knight, Molly Hayes and Doctor Who (as the defenders) were all deployed in the southwest corner of the battlefield. Whilst Rasputin’s forces were situated in the opposite corner. Finally Lobster Johnson, a Flamboyant Agent Star, was placed close to the robot objective in the centre of the table on account of being a Spy.

Having finished determining the two casts' start locations, the episode’s countdown deck was created using five randomly drawn cards from each Act One, Act Two and Act Three category; totalling fifteen cards. In addition both sides created their own gadget pools with the heroes forming a formidable pool of weaponry and equipment on account of Doctor Who’s Impressive Junk Pile special effect. With the TV show’s director just about to call “Action!” both sides rolled for initiative adding Lobster Johnson and Rasputin’s Mind statistic to their respective totals. As a result the heroes got the first turn and the villains immediately gained two plot points.
SCRIPT EDITING CAUSES MOLLY HAYES AND SPACE COMMANDER TRAVIS TO SWAP PLACES
Turn One began with some last minute “Script Editing” which saw Molly Hayes and Travis immediately swap positions on the table; an unexpected occurrence which arguably placed both Co-Stars in jeopardy. Fortunately the mutant child was able to take full advantage of the exchange by using her star quality Beat Back to knock Rasputin over. Having then utilized her Special Effect Mighty Blow to gain +2 to her next attack, the super-strong girl seemed certain to be about to pulverize the one-time Nazi agent when he expended a plot point of his own to use his own Psychic special effect and change Molly’s successful roll of a six into a failing one… Surrounded by the Joker and the Grey Hulk, the diminutive Strongarm looked to be in real trouble until she pulled out a Jet Pack from under her cuddly animal hat and blasted 12” south away from the damnable rogues.

Back in the southwest corner things were not looking too good for Moon Knight either, as Travis had ‘materialized’ behind him, forcing the ‘caped crusader’ to turnaround in order to face his foe rather than simply charge the Space Commander and acquire a free attack in the process. As it was the Fist of Khonshu had to use his last action to assault the Jackbooted Sadist and found his Martial Arts wanting… at least until the vigilante’s Luck granted him a re-roll and caused Travis to take an early wound. Meanwhile Lobster Johnson moved east up to the broken robot objective and claimed the prize; gaining two plot points to his side in the process. Demonstrating he could be equally as productive, Doctor Who moved 6” northeast to the grave marker objective, collected it up and earnt the heroes two more plot points, meaning that Johnson’s group were already in the lead with two victory points.
LOBSTER JOHNSON AND DOCTOR WHO CAPTURE A COUPLE OF OBJECTIVE MARKERS
Turn Two started with the makings of a "Blooper Reel". But as neither cast had any Extras, no-one was knocked down. Rasputin however was already on the floor on account of Princess Power’s earlier Beat Back, so was forced to spend an action picking himself up off the ground. The Sinister Mystic’s Leader(2) special effect did mean though, that the monk activated both The Joker and the Grey Hulk for free. In addition the Russian moved 6” southwest towards some boulders and the statue objective marker. Growling Bruce Banner’s alter-ego moved 8” south straight towards Molly Hayes. Whilst the Clown prince of Crime followed behind him before firing one of his jokerfish pistols at the girl… and wounding her as a result.

Meanwhile Travis confronted Moon Knight and tried to punch the costumed crime-fighter. Two failed swings later and things were not looking good for the Terran Federation officer. Fortunately though Servalan’s right-hand man had his cybernetic Laseron Destroyer (Pen Gun) fully charged, and managed to wound the Egyptian God’s agent with a one-shot blast from it. Angry at such a cowardly attack the Moon deity’s servant utilized his Fight Back special effect and took Travis out of the game with a second wound. Two more Victory Points for the good guys.
THE GREY HULK AND THE JOKER BATTLE MOLLY HAYES AND WOUND THE LITTLE GIRL
 Somewhat strangely Turn Three began with some "Set Dressing" as the large toxic pool was shifted 2” southwest in order to allow for some better camera work. However all eyes were upon Molly Hayes as the little girl charged the Grey Hulk and a battle of Spirit as well as body took place. Because the gamma-irradiated behemoth was a Marauding Monster, and therefore Fearsome, the young mutant needed to pass a Spirit test before she could attack him or halve her strike’s strength against the model until the end of the turn. Having initially balked at the huge creature Molly used her Luck to successfully pound away at the Grey Hulk. But found all her efforts were for naught. Realizing she needed to get away fast, Hayes Beat Back Bruce Banner’s alter-ego onto his backside and then used a Grappling Gun to whiz her 12” south to a pile of boulders.

Eager to give his Strongarm some covering fire, Lobster Johnson stood in the centre of the board and fired his (Two Shots) pistol at Rasputin. One bullet would have wounded his foe if not for the mad monk’s Psychic ability to turn the vigilante’s dice roll to a one. Sensing this fight might be won by brains rather than brawn, Doctor Who concentrated on Cobbling Together a Rocket Cigarette from the gadget pile and then moved north. Whilst Moon Knight sprinted east towards Molly’s side.
A TITANIC BATTLE BETWEEN POWERHOUSES SEES MOLLY HAYES BEST THE GREY HULK
 Concerned at the dominating position Lobster Johnson held, the villains were delighted at the start of Turn Four as the Star momentarily found some of his future scenes on the "Cutting Room Floor". As a result the Flamboyant Spy would be unable to activate next turn. Although the heroes did gain a plot point for this inconvenience. Rasputin used this turn of events to his full advantage by moving west towards the somewhat ‘immobilized’ New York City vigilante and successfully Weakened him by casting his Disorienting Gaze upon him.

Laughing insanely the Joker fired one of his jokerfish pistols at the debilitated Johnson. But the Evil Mastermind found himself out of range so moved west to join Grigori. Bellowing ferociously the Grey Hulk stood up and lumbered west towards the statue objective marker.
RASPUTIN GATHERS HIS FORCES TO WEAKEN LOBSTER JOHNSON WITH A DISORIENTING GAZE
The final turn of Act One provided some "Off Camera Action" as Moon Knight was permitted to take one action immediately. Taking advantage of the large toxic pool’s earlier repositioning, the Fist of Khonshu moved north near to the barrels objective. Ensuring the Clown Prince of Crime was well within the sights of his throwing crescent moons by taking an Aim action, the Action Hero scored a wound on the giggling ghoul. Then, hoping to press his advantage Marc Spector utilized his star quality to give himself a Burst Of Action and threw a second crescent moon at the Joker. Sadly this attack missed its mark.

To the far west Doctor Who, a Crackpot Inventor, continued his trek towards the ducklings objective marker, all the while Cobbling Together some (ultimately rather useless) Climbing Suckers. On the opposite side of the battlefield Molly Hayes sprinted round an outcrop of boulders in order to finish alongside the barrels objective marker.
CRACKPOT INVENTOR AND STRONGARM SEEK OUT SOME MORE OBJECTIVES
 With the advertisements starting, and Act Two some minutes away, it currently looked like the heroes were well on top of the situation leading Rasputin’s depleted villainous super-group by four Victory Points to none… But during the second part of this episode the action would soon begin to heat up as the Countdown Phase mainly focus' upon attacking the opposing cast.

22 comments:

  1. Very entertaining as usual Simon, interseting cast of beautifully painted mini's too. looking forward to the second half, just time to put the kettle on.

    Cheers Roger.

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    1. Thanks Roger. A simple enough set-up just so the rules could be run through for the first act. Should have the second instalment posted for next weekend.

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  2. Having just received my copy of 7TV2e I was very eager to read your batrep, Simon. As a consequence I had a good understanding of what was going on and understood the various movie references from the Countdown deck. Although the good guys clearly have the upper hand at the moment I know only too well that things can turn around very quickly. I'm very much looking forward to Act 2.
    By the way, my next blog post will be an overview of the 7TV2e game. Coming very soon.

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    1. Cheers Bryan. I actually envy you as the biggest problem I experienced was trying to forget the rules of the original "7TV" and follow the new format. As a result things occasionally got bogged down as I had to double-check the rulebook to ensure I wasn't remembering the old stuff.

      I'm really looking forward to your overview, and be assured they'll be plenty more BatReps to come (including Act Two) as I'm hoping to try out each of the six episodes over the coming months.

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  3. Ahhhh! And I'm trying so hard to resist the tempation of 7TV2, dammit! And what lovely figs, sir!

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    1. Ha Ha :-) Many thanks Gordon. Nice to be tempting you for change!!

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  4. Cool read and I definitely understand the set dressing

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    1. Thanks Martin. Much appreciated. It was a good game with some great rule mechanics.

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  5. Great fun Simon, I really need to have a closer look at these rules, they look like such a blast.

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    1. Cheers Michael. It is a great system but I am finding it a little hard to get my head around on account of being so familiar with its predecessor; and it does play somewhat differently.

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  6. That's quite a mix up, isn't it? Molly Hayes seems to have quite a few trick devices to hand :-) !

    I really must put on my own game using these rules (but probably without quite as eclectic a mixture of players).

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    1. I wanted to try and cover as broad a range of the Stars and Co-Stars for this game as I could Hugh :-) And the fact any Star/Co-Star can use the gadgets does make them infinitely more handy - as Molly showed. I look forward to seeing how you get on with the game.

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  7. Love it Simon! Crazy mix of characters dude! Seemed like the rules are a nice system, are they compatible with 7ombie TV?

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    1. Cheers Bob. Crazy mix is good in my books :-) I don't see any reason why you couldn't tweak some of the rules and fit some "ZombieTV" in with these, although those are a standalone rule-set in their own right. It'd certainly be worth a try though.

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  8. That's a damn unique group, excellent!

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    1. Thanks Fran. I like to make my rosters a bit unusual, and for this game tried to show just how versatile the "7TV2" rules are straight out of the box.

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  9. how did I miss this batrep? i can only blame the crazy night shifts.....

    what fun and its great to see some of your more recent paintings going into the game.

    I played my first trial game of 7TV2e with TMNT yesterday and will be prob be posting it out in a couple of weeks (when i work through the backlog of posts:-) )

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    1. Cheers Andy. I too suffer with a backlog of stuff to post currently including some initial pictures and thoughts of my TMNT - bought as a result of you showcasing them :-)

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  10. Interesting mixed figures, Simon. I'm assuming they were picked to give a broad range of Stars and costars to test the rules. I was lucky enough to get the play test version of 7TV2, but only skimmed them so far. Seems like they could be used for Masters of the Universe gaming quite easily, although the modding of existing templates seems a bit of a faff, compared to building from scratch in other games.

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    1. Thanks Jez. "7TV2" is definitely more of a pick up and play game than its predecessor imho. So I'll be sticking with the pre-designed Cast cards for now (at least). I still haven't made up my mind as to which version I like. Love the countdown cards, don't like combat so much. Doubtless I'll end up playing with a mixture of the two ;-)

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  11. Excellent start to the game mate, Looking forward to Act Two.

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    1. Cheers Simon. Its undoubtedly going to take a bit of getting used to. But as I say, I do like the Countdown cards and its pick up and playability.

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