Monday, November 9, 2020

Slam-Bang Comics #1 - pt. 2

Okay, the planes going dead are explained (as if we needed it, as cliched as the rays are), but what we never get explained is how the machine guns have no effect. Bulletproof armor on the planes?

Also, take a look at the jowls on War Bird. In the Golden Age, a Hero could debut in his late 40s. 



It's nice that Von Kruhl was kind enough to write his note in English for us, despite being Serbian and writing this for Frenchmen to read.

Where is the searchlight that was on the front of the plane before? Perhaps more odd, what was holding it in place on that smooth surface?

I do like that, as hi-tech as Von Kruhl's forces are, it's an ordinary pair of binoculars that foils him.



We don't see enough of this tactic, where the hero sneaks into the enemy's hideout and, instead of engaging the enemy, wrecks their stuff. This makes especially good sense in the aviator genre.

"Look! A Frenchman!" Is the thinking there that only a Frenchman would be sabotaging their planes?

"Hammer-like blows" would normally be flavor text, except that it seems pretty clear War Bird is hitting them with a wrench, which would be heavy enough to do normal club damage.

You can probably guess that War Bird gets away and wins the day, so we'll jump into Jim Dolan. Jim is in the reporter hero genre, but with the twist that he's an editor.

The list of his past accomplishments seems like a set-up for starting him out with a brevet rank. It's also a pretty good list of scenario ideas you could add to a longer list, and the final panel illustrates the advantages of making the police chief your supporting cast (something I saw being put to good use in my last H&H campaign).


I'm not going to address everything on this page; we've talked about trip attacks and improvised weapons plenty of times. We could talk about movement and if rushing out the door should really be faster than standing up (hint: in H&H it's determined entirely by initiative rolls). But I'm mainly sharing this page because the mobsters are not only using hot irons as torture devices, but somehow have flaming hot irons. Did they soak those things in kerosene first? They look pretty fearsome; I might let them do 2-7 damage as melee weapons.


I've talked before about smoke and heat damage from trying to rescue in an arson scenario, but what's interesting here is that Jim spots a clue in the fire, when he clearly wouldn't have had time to do a search. This has to be a freebie from the Editor, as every skill check should take at least one melee turn, and in most cases should take one exploration turn. 




Does Jim have to roll to hit to land in the net? To truly be fearless, one would think he does, but it makes equal sense for the firemen to roll to hit him with the net, and as long as two of them succeed their rolls, they catch him. 

It's interesting that Jim doesn't know his Bible well enough to know the psalm without researching. His Editor could have spared him the trouble and let him have an Intelligence check to remember.

The clue seems like a bit of a stretch to me, though...


I'm not personally cool with Heroes holding guns on people's faces while interrogating them, but it does happen in games.

Swimming from the patrol board to the yacht is a smart tactic, giving him a chance at surprise he would have lost had the patrol board pulled up alongside the yacht.




We'll jump ahead to Lucky Lawton, this anthology's western feature. I could mention that the law was tougher in the Old West than many give it credit for; even in self-defense these two still have to make their case in court. Or I could mention that Pal can act without being ordered to, making me suspect that Pal the dog is actually being played as a Hero character. But what really catches my eye are the hashmarks on the wall of the jail outside the cells. What would the sheriff have been keeping track of like that, and couldn't do on a calendar...?

(Scans courtesy of Digital Comic Museum.)