Let's do some thrilling heroics!
SuperSystem is another game from West
Wind Studios. The same people that did Road Kill. As such, the rules
are almost exactly the same, just not as brutal. It's designed to be
about heroes and villains duking it out in the streets of a city, not
a gritty skirmish in the ruins of a wasted world.
As with all West Wind games, you can
use any model you want, but they had a setting and rules based around
ones they make (or had a partnership with another minis company). The
setting of Supersystem is very simple, but weird. There's something
about Atlantis and Lemuria, aliens, and weird radiation. There's also
some weird kind of Soviet super team, even though the USSR ( or CCCP
for my Russian readers) had collapsed long before this game's
release. Does anyone under the age of 30 even know what the USSR was?
Leave a comment if you do. They've got a super smart, super villain
ape guy and his minions. A “legally distinct but closely resemble”
X-Men team, with a dash of the Avengers, group. Some mercenaries are
there. There's a government group that seems to be there to “solve
problems” that crop up. And some terrorists that are connected to
Atlantis. Or is it Lemuria? I don't remember.
As I mentioned, the system is the Goal
4 System (even though it doesn't use that name). You roll d6s equal
to your stat plus any modifiers and each 4 or better is a Goal. The
modifiers come from the many, many super powers. There's actually
quite a few and are customizable enough that you can come up with a
reasonable approximation of whatever you can think of. Want to fly?
Got it. Be invisible? Done. Super strong? You know it. And the powers
look appear balanced enough that there's no One Power Everyone Needs.
However, if you don't plan right, there are some you can get royally
screwed over if you're not prepared for. They also have rules for
using street lights, Dumpsters, motorcycles, and other models as
improvised weapons. You know it wouldn't be a good super hero game
without that. There's also rules for making groups of henchmen that
are... Okay? You make them like a hero, but their health is based on
how many models you have in the group and if you want them to be even
remotely survivable, you have to bring a lot of models. They also
seem to come very close to messing up the rules because of how they
work in the rules, as you can buy a group big enough to cover enough
of the board that only fliers are going to be able to move or hit
anything and the group would take forever to remove from the board
using melee combat.
The game does want you to cap your
stats and points per model, but you can ignore that if you want. If
you want to have a Superman level one on one battle, you can go for
it. I might actually do that for a one off fun game... But, the game
wants you to have a team of 5 or 6, as well as a group of henchmen,
to keep things balanced. I do agree with having a team of 6 or so,
that way you can have a variety of models and powers on the board,
but not too many to bog things down.
My sticking point with this game, as it
seems to be with West Wind's games, is the initiative system. In Road
Kill, you would draw a card. In Supersystem, you roll initiative for
each individual model. Which is both time consuming and annoying.
Most skirmish games try to make this easy and fast. West Wind does
not. I've been kicking around a few ideas of how to fix it, but you
should find one that works best for you and your group. You might
want to borrow one from another game that actually works and doesn't
take forever.
But what do you do with your forces,
now that you're ready to play? Well, there's six scenarios they
provide. Some are clearly better than others. There's a simple one,
where you just go at each other in a city, an old classic. The
mission I dislike the most is where one member of each team gets
kidnapped by aliens. It really seems to require a third player, which
you don't always have. Other missions require having a VIP mini that
can be abducted, be ambushed, and so on. The missions aren't bad,
they just require having being prepared for all of them, as they are
randomly rolled and each has a random event table that also requires
some extra models. I will say that it does give it a bit of longevity
because you'll want to try them all with the variations. Or you could
roll the same mission over and over again and get bored quickly. I
would have liked something like “basic” missions and “advanced”
missions, to let you get used to the game and then have more crazy
stuff happen. I know you can just do what you want, but I tend to get
distracted by things and want to do everything. So, I like it when
the creators start slow then build to the cool stuff.
One of the things that kind of
impresses me is the Experience System. It does seem fair,as every
model gets some, win or lose. It does seem a little random about how
you can “earn” new powers, but you can always just do what you
want. I think it's important to have things be fair, as it always
suck when you lose a lot (like me) and get quickly outpaced by your
opponent by the second or third game. Of course, since XP increases
the model's cost, you're going to need to make sure that the points
limit for games start moving up, too... The point of the XP system is
to give you a reason to start a campaign and keep playing, so you can
get more XP and advance the narrative. It's based on comic books,
remember?
One thing that doesn't impress me is
the half-assed “Morality” system. Each model is a Hero, Villain,
or Mercenary. Heroes don't kill KO'd models. Unless they want to?
There's nothing in the system to punish heroes that kill. And if you
want to be good but also be able to kill, you just make every model a
Mercenary, and it doesn't matter. I would like to see an XP penalty
for heroes who kill and for villains that kill too much. Since
there's a post battle recovery system, having your model not be
killed, just KO'd, is important. My thoughts are this: If you're
going to put something in there about morality and heroes and all
that stuff, you need to make sure that you have a mechanic that
enforces it. For example, maybe if your villain has reached a high
number of “Bad Karma” from killing every hero they can, then you
have the army start shooting at him when he appears. By turn two or
so, he has to avoid random shots from them. And if you have a
Mercenary that's killing too much, they lose that morality and become
a villain. Same if they do more good things than bad. It's all about
balance, both in game and as part of the narrative. The game clearly
wants to be a narrative game, not that it's a bad thing, but it has
more of “Beer and Pretzels” feel without that mechanic.
When you get down to it, this game
isn't a bad one. But, I wouldn't pay too much for it. It is much
better edited than Road Kill and the book itself isn't as poorly
made, it's actually decent quality. It is still available from West
Wind Productions and even has two expansions. The first is about an
alien invasion (very much “on brand” for comic books) and the
second is called “Showdown!” but there's no information on their
website about it. I picked up the core book for $5 used and it was
worth it. If you check my Project List, you'll see that I have some
super hero minis I'm working on. Of course, since Marvel and DC have
launched some minis games (to get more sweet, sweet nerd money), you
can use this game to have your dream crossover fight between the
characters from both worlds.
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