Sunday, January 1, 2023

Thrilling Comics #3 - pt. 5

We're back, and so is The Lone Eagle! Here we see the Lone Eagle being overcome by four-to-one odds, which I find refreshing, even if it will not be the norm in this adventure from here. Perhaps he levels up quickly! 

Note that LE isn't placed in a deathtrap, but just left behind and they assume he's dead. Who has time to check for a pulse or watch for breathing? 

Now panel 6 is a big mystery, though you might not have realized that it was Where is this "no-man's-land"? You might assume, like I did, this is France - but this was published in February 1940 and Germany did not invade France until May! In February, the world knew Hitler had his eyes on Norway, but most of the fighting in Europe was taking place between Finland and Russia. This panel is like someone wasn't paying attention to current events and just, by coincidence, predicted the future!

I'm amused how Lone Eagle, clearly an Air Force guy, is able to commandeer a tank just by pointing at it. "This isn't Hertz, Lone Eagle!" that officer should be saying (fun fact: Hertz rent-a-car goes back to 1918!). 

I'm calling shenanigans on being inside an exploding tank and emerging unharmed, unless Lone Eagle is secretly a superhero buffed by the Invulnerability power. I think 8-80 points of damage, for being caught inside when a tank explodes, seems more than reasonable.

How did Lone Eagle catch up with Brent? If Brent was there some time ago, asking for the fastest route to German Intelligence, why is he still wandering around the battlefield? Or, if the soldiers didn't believe him and took him into custody - again, how is he now wandering around the battlefield? I feel like we missed at least three pages of Brent's daring escape from confinement.

Lastly, I'm again amused, this time by how Lone Eagle has a secret pocket in that jumpsuit. Come on, LE, the "secret" compartment is one of those huge, obvious cargo pants pockets above your knees, right?  

Great, thanks to this page we need to address the unpleasant subject of torture. Comic book heroes get tortured more often than I enjoy seeing. The goal is never to beat the hero unconscious, but to break his spirit and make him act unheroic. But how to handle that as a game mechanic? It might make sense to consider the whip damage subdual damage -- the hero can no longer resist if he reaches zero hp -- but LE just got over 100 lashes and I'm guessing he doesn't have over 100 hit points. I think how I would handle this is, every time the hero is reduced to zero hp, he has to make a save vs. plot or be broken by the torture. If the hero makes the save, hit points are effectively restored to full and the process can start again. 

But even if the hero is broken, what does that look like? Is the player forced to roleplay blubbering? A player could simply spare himself the headache of the game mechanics and chose this, as it's not really a consequence. But what if the hero lost something crucial - like experience points - if broken? There is precedent for energy draining in the game and, while it's purely supernatural, torture is a draining experience too...

One can't help but wonder what the warden was doing, taking a late night stroll without guards through the prison...but before that is the mystery of how LE got out of his cell. Did he use wrecking things to bust the door down?
Nope, nope, nope - unless that plane was planning to drop a person onto the roof of the train, there is no way LE should be able to leap up to the plane. I can no longer ignore that LE is clearly statted as a superhero, despite his lack of a proper costume and other genre tropes. 

That a superhero could have so much trouble with a single pilot is very much in keeping with how I pictured the superhero class balancing out in H&H; being a relatively weak fighter when not buffed with combat-related powers. 

But he's not just a superhero; it seems pretty clear that he's going to win this 6:1 dogfight (spoiler from next page: he defeats three and then escapes), which suggests to me that he's at least a 3rd level aviator, in addition to at least a 1st level superhero.

I do like the smart tactics of the Germans - trying to stop this unstoppable killing machine indirectly rather than continuing to approach the train with that field gun on it.

There were a lot of comic books published around this time that proved to be prophetic, not that it was hard - during WWII, if you imagined the worst scenario possible, that usually happened sooner or later. This comic predicts a German invasion of the Netherlands three months before it actually happened. Apparently the Dutch failed to believe Lone Eagle's warning. 

Again, this story predicts the bombing of London seven months before it happened. It predicts the bombing of Berlin by four months, though clearly the author is wrong that bombing Berlin first stops the bombing of London.

"Gee, good thing you told us not to miss, Lone Eagle! We were aiming low for a 50-50 success rate!"

A 50-50 success rate is, of course, the norm for 1st-level characters in H&H.

Yes, the British RAF did use some American planes, but most of them were British-made. The implications of this story are, of course, that the English can't save themselves withou the U.S.'s help (again, largely true), and that Americans would seem like superheroes on the battlefield with Europeans (this is just propaganda).

Moving on, we return to what I have long dubbed the Mythic West, a "demi-plane," if you will, that allows for "Wild West" action in the modern day. 

Nueces, Arizona, is not a real place, but is likely named after Nueces County, Texas. 

Panel 3 has some rather disturbing implications.

I had to look up the use of punchers here. From the Internet: "In those early days of cattle drives the cattle were not particularly eager to enter loading chutes or box cars, so the cowboys poked or punched the cattle with long poles to get them in to the cars. The term was first recorded in 1880 and soon became a synonym for all those who worked cattle."  I don't think "Fork-D punchers" has any special meaning, other than they work for the Fork-D ranch...

I had to look twice to verify this, but the guy in the fight at the bottom isn't the Rio Kid; he's just some guy who's about to become Supporting Cast, and is probably at least a 2nd-level cowboy, given how well he's doing in this fight.

Boy, this is one violent comic book! This page is a nice reminder, though, that not everyone in a given organization is going to be the same Alignment. Here we have a Lawful jailer having a disagreement with the Chaotic sheriff. Turn this around when you're stocking your hideouts - make sure there are the occasional Lawful hoodlums who may turn on their bosses and help the Heroes!

Shooting a rope, while riding on horseback, would normally require a natural 20 on an attack roll (at least while I'm running the game) - but this is why the cowboy class, when it resurfaces in 2nd edition someday, will still need to have stunts. 

Tombstone is, of course, a real place. It is likely a portal site that exists in both the real world and the Mythic West, so one could leave Tombstone heading into either.

(Scans courtesty of Digital Comic Museum.)



 



Thursday, September 1, 2022

Thrilling Comics #3 - pt. 4

We're back (after a LONG time away!), still with the Three Comrades, though you'll only see two of them on this page. 

Max should be statted as a guard, or maybe a beat cop. 

Note that our two Heroes intentionally surrender to Von Sneer, no doubt to learn what he's up to. If they'd wanted to, they could have rushed him, even from across the room, and still gone before him if they'd won initiative (which I see happen in comics a lot!).

It's worth noting that Heroes shouldn't have to worry about what languages they know, but you're encouraged to take this benefit away from non-Hero characters. This is a good way to give Heroes another advantage over normal people (and here, greatly assists the plot!).

This page brings up an interesting point, because a lot of the time Heroes are tied up for deathtraps, but are almost never gagged. And they almost never yell for help either. Now, we don't expect them to because it doesn't come off as very heroic, but it is certainly the most natural reaction to being tied up. 

I am skeptical about allowing a filing cabinet tipping over on someone to knock them out - though it will famously be super-effective against Iron Man years later - and would probably allow this to do no more than 1 point of damage. Of course, it's possible for mobsters to only have 1 hit point!

That's a really good guess as to what the oil drums are for. I probably would have guessed they were smugglers myself, but this makes for a better story with higher stakes.

It's weird how physics work in comic books to feed the narrative. A filing cabinet tipping over knocks out a guard, but Lucky bounces down a flight of stairs, caught halfway in a barrel, and seems virtually unharmed. Two thoughts: 1) this proves that damage ranges are a thing, and 2) it makes me wonder if objects should be able to soak damage. I have ruled before if you fall on a person, you can half your damage and transfer the other half to the person you're landing on. But if we applied that to inanimate objects...then armor has to work much differently game mechanics-wise. I think we'll skip this for now.


"Attaboy, Lucky, keep 'em busy killing you!" Seriously, how is Lucky not dead, as the mobsters shoot down at him at short range and he's only moving as fast as a motorboat attempting to match to their vessel? Luckily, in the hands of a 1 HD mobster, even sub-machine guns only get 1 attack per turn. 

I am as unconvinced by that wooden beam being able to do that as I was by the filing cabinet. This is a very generous Editor these boys' players have.

Using the oil seemed an ingenious move at first, but wouldn't starting a fire with it have been more effective?




We're done with those crazy kids and moving onto the next feature, The Woman in Red. The violence level is pretty extreme in this feature, with a man being shown (granted, in silhouette) hanging from the rope that you see on this page on the previous page, and on this page you get a knife thrown into someone's neck (again, granted, not the first time I've seen that in a golden age comic book; it even features into Amazing Man's origin story). 

I mainly include this page for two points. One, American mansions have a tendency to be castles or have many castle-like features in golden age comic books -- and that is a good thing, because you can freely borrow castle maps from That Other Game and use them here and they fit this game. And secondly, telling the handedness of someone from how they tied a knot sounds like a basic skill check to me.

Okay, one more observation - other than having very pronounced cheekbones, there doesn't seem to be anything too terrifying about The Terror.
 
Since The Woman in Red and The Terror are both unencumbered and, hence, moving at the same movement rate, it's only natural that WiR fails to catch up. 
 
Here, we learn that you can open a secret door and still get a surprise turn after. 
 
A 200' drop is a very tall castle, unless this also accounts for a dry moat at the base of the castle wall too? 
 
It's not clear where the mysteriously handy rope is hanging from. Depending on how far down she is when she passes it would help me determine how fast she's falling and, from that, the AC to reach out and "hit" the rope -- AC 9 in the first second, AC 7 in the second second, AC 4 in the third second - by then she's fallen more than halfway. I might also require a Strength or a Dexterity check (whichever is better on the 1st second; whichever is worse on the 3rd second) to determine if she can keep a hold on the rope after catching it, or if her downward momentum pulls her past it. 
 
I'm puzzled by what that shape is in front of the window, as I'm not aware of that being a castle feature. I mean, it makes sense, as it makes it harder for anyone to smash through the window and fit inside, but I just don't know what that pole would be called.  
 
I wish I had enough detail to map this castle, because we keep getting tantalizing glimpses of how elaborate it is. So far we have a rooftop access door from a tower, multiple staircases, rooms that are only accessible by secret doors and outside windows (or by digging your way into them), and a literal dungeon with cell doors (double-barred no less) on the same floor with a library.
 


 
More interesting points - the Woman in Red gives away her real name in order to gain someone's trust, a rare instance of a gun being used to disarm a knife, and in the Scooby Doo-esque climax we learn that the butler - that is, someone named Butler - did it.
 
 
 
 
Here's a quick look at the next feature, which gives us two novel twists - one, a new location to rescue a damsel in distress from, and two, a new "Macguffin" - a military code book (thank goodness it's not yet another new invention!).

(Scans courtesy of Digital Comic Museum.)
 


 






  


Thursday, May 5, 2022

Thrilling Comics #3 - pt. 3

Well I'll be...I called this issue #2 in my last two posts, but it's been issue 3 I've been reviewing all this time! Sorry if I confused anyone.

It's been a long while since we last visited The Ghost, but you might recall he was tossing around Wish-level spells all over before the scenario even got started. Now that he has mobsters to fight, we get - Knock, Mirror Images, and throwing a dagger instead of casting a spell. Wow, this is what a mid-level magic-user looks like!


In my current Hideouts & Hoodlums campaign, we just had a long scene of the Heroes mixing it up with police in a precinct house, so it's interesting to see how quickly The Ghost is able to muscle his way in to see the ...Captain? Commissioner? - after just levitating a beat cop out of his way.

That is a strange spell that gets cast mid-page. It's not a Phantasmal Image because The Ghost doesn't know what the spell will reveal. It seems closer to Object Reading, the psionic power. It's also unusual to have a golden age Hero's initial hunch turn out to be wrong.

Now this is interesting! Only some magic-users have ever shown Achilles Heels - like needing to be holding their wand, or needing the use of their hands - The Ghost has to be facing you.

Wall of Force stops the car. 

It's interesting how The Ghost only sometimes bothers to use his "ghost" look and other times just walks around like a normal guy. I wonder how he decides...?

I also wonder -- is that chair a Chair of Scrying, like a comfy Crystal Ball?

The Ghost uses Levitate to save himself from bullets. I find it so refreshing to see so many 2nd-level spells getting used!

Hypnotism, or Charm Person spell? 

We don't know exactly how many hit points The Ghost has, but a surprise head blow can take him out.

The Ghost casts Wizard Eye through the door.

I like the details of that trap; it's a trap that, if you play it just right, helps the Heroes free themselves from it. Of course, you need to have Heroes weak enough not to be able to break rope...

Normally, in a Hideouts & Hoodlums campaign, exploring an entire hideout from cellar to roof could take multiple play sessions; here, we see it come to pass in a single caption. It's rather remarkable, I think, that the only clue he finds in the whole building are the pigeons on the roof. I wonder how many "secret door" rolls he failed on his way though the house...

I'm not sure what to make out of a spell that makes pigeons leave flaming trails. Some sort of Feed Jalapenos to Birds spell? Or perhaps this is just a generous interpretation of the Find the Path spell?

I believe I already have a Detect Lie spell in my game (or should if I don't). Is there any difference between Detect Lie and Speak Only Truth?

Out of all the spells in The Ghost's repertoire, what impresses this guy is the Change Self spell. 

I've never heard of a trick gun like that, but now I think it should be a minor trophy item. 

When did The Ghost cast that spell, turning the bullets to vapor? While writing the suicide note? After grabbing the gun away? As the bullets are being shot? Possibly the first two options, if the spell was cast off-panel, but it's hard to believe Tanko didn't notice. I think he could realistically have cast it at the beginning of the melee turn before being grappled by Tanko.  

Also...Tanko? That's an African name. Is it a nickname here? 

Ignoring the panel where the lights go out, but we can see everything...there are some strange reactions to magic in this story. Like, the phantasmal faces trick the chief into confessing...instead of just running away?

Was the matchbox ever admissible evidence? I bet it's not now, since a roomful of witnesses saw this appear out of nowhere. How do you prove it's the same matchbox? 

Moving on...I'm more amused than anything else by this page of the next story. For one, the "Three Comrades" are hanging out in what appears to be a middle class German restaurant, and the two German spies dressed up for a fancy nightclub aren't attracting any attention to themselves. What amuses me even more is how much Books looks like Peter Parker.



At least Cal thought the spies were suspicious. You can always count on Non-Heroes controlled by the Editor to fail to notice anything suspicious about a name like Baron Von Sneer, even though that just screams "comic book villain!" to the rest of us. 

Wow...you can also always count on European villains to have castle hideouts, even when just visiting the U.S. The caption calls it a mansion, but I know a castle when I see one...

(Scans courtesy of Digital Comic Museum.)














 


Wednesday, April 13, 2022

Thrilling Comics #3 - pt. 2

Here we have Dr. Strange using wrecking things, only to find his great strength "sapped." This actually happens just like that in Hideouts & Hoodlums, when activated powers run out and you're out of powers to activate. By waiting until the next day for his deathtrap, the villains have actually given him time to regain all his powers from the previous day.

I'm tempted to stat wild hill warriors as berserkers. I could also make them 2nd level fighters, using the level title of warrior from That Other Game.  I could also just use natives, since that's the broad stereotype being used here. 

I've never seen elephants in an arena before! Too bad Doc has Raise Elephant prepared. And a Leap power (looks like II or better) that makes escaping from an arena super-easy. 

As unstoppable as Dr. Strange seems to be, you have to wonder why he doesn't stay at the arena and take out Kong then, and sneaks back in disguise later. Maybe because there's more pages to fill...?


"You're fighting for freedom, men! Don't waste your shots! Keep dropping like flies - even though I could have wrecked my way through that wall for you at any time!"

Or could he? Dr. Strange has to be at least level 3, the bare minimum for wrecking stone walls, but he could also just be rolling poorly and failing to wreck the walls the whole fight so far. 

Or..maybe he really did not try wrecking through the wall until now. This is an early precedent for a trope of the superhero genre to come, that says superheroes try to stay neutral in the course of events until something occurs that ordinary people can't deal with on their own, like a deathray. Of course, not every superhero respects this trope - like Superman himself, who almost exclusively dealt with mundane crime despite being able to do so much more. 

Is this our first evidence that Doc is Neutral in Alignment? Hmm...

Interestingly, the deathray can only affect a single target at a time. So, even though it is killing them like a deathray, it is also, game mechanics-wise, perhaps no different than a Magic Missile spell (with cool flavor text). 

And here we've got a line-up of standard cliches - the big cat (a panther, this time) in the cage, the damsel in distress...and somehow Doc gets to the panther before it gets to the damsel? Now, I've covered many times before in this blog that random initiative needs to trump common sense when it comes to who goes first in a comic book story, but, Doc is wrecking things in the same turn that the panther is first attacking. So, we can only assume, then, that the panther missed with every attack on Virginia, even though it didn't even need to roll very high (reminds me of my rolls when I'm playing!). 

So, we also get the cliches of a big cat being killed (SIGH), and the villain threatening to blow himself up to take out the Hero. I bet it doesn't work...

Hmm...now, if I was running this scenario, I would have let Kong drop the potion as a free action; that is too easily done, and not a direct attack, for it to be trumped by initiative. 

Also, why not use Kong's raygun to revive the men, instead of experimenting with Alosun in a totally untested way (though, I suppose, Doc could argue that they're already dead, what worse could happen to them?)?



Here's a new character and an interesting twist on Tarzan and the Jungle Book. Instead of the infant being raised by animals, he's raised by yogis in India. They teach him potent spells like Rope Trick and ...Wall of Force, to stop mad dogs with? That seems a bit like overkill.

*SIGH* ...what I wouldn't give to read a magic-user story that doesn't throw around ridiculously overpowered spells all the time. Causing a submarine to rise into space ...well, that's got to be a Wish spell. So we've already given The Ghost 17 brevet ranks! Just to get him through a wandering encounter!




Here we get a dose of more insanely powerful magic being tossed about haphazardly -- a Telekinesis spell as powerful as the Raise Trolley Car power, and a Teleport Sandwich spell able to reach around the world. 

Chance's only interest in fighting crime is when the man who just hired him to entertain at parties was murdered. Had the man not been murdered, would Chance have been content to be a party magician instead?

(Scans courtesy of Digital Comic Museum.)


 







Saturday, April 9, 2022

Thrilling Comics #3 - pt. 1

It's no Multiverse of Madness, but on this Dr. Strange adventure we get a trip to the Orient. Or at least as far as Chinatown, so far. Is this page worth sharing? I thought it noteworthy for three things. One, "plans for canal fortifications" felt like such a welcome relief from the upteenth adventure to revolve around a stratoplane or a new type of torpedo. Two, there's the interesting distinction between Chinese and Manchurian. Although we think of Manchuria as part of China today, and it was pretty much assimilated by China long before 1940, throughout most of the 1930s Manchuria had been conquered and "liberated" by Japan. Three, most heroes' contacts in Chinatown are "respectable" businessmen who turn out to be criminals, but this story skips over all that and reveals this guy Fang as a gang leader from the start. This is better (and less racist), as it frees up the rest of Chinatown to be represented by real respectable businessmen. 


That's got to be pretty embarrassing, falling for the ol' go-in-first-while-I-lock-the-door-behind-you trick. Almost as embarrassing as the collection of racist cliches in panel 3! But even that may pale in comparison to how incredibly dorky Doc looks in panel 4, with his incredibly misshapen shoulder, Don King hairstyle, and his short pants that barely reach his socks.   

That is a lot of attackers coming at Doc, but he does have a tactical advantage of bottlenecking them on the same side of the railing. 

More interesting to me is the last panel, with all the hideout dressing in the corner. There's a box, a pail, a coffer, a barrel, a chest, a...couch? A drip pan for oil changes? It's harder to tell with the smaller objects.

Trap doors with slides to lower levels? How D&D-like! A room filled with coffins? Also D&D-like! We only differ when the action moves away from the hideout to a new locale -- though cargo ships can also be hideouts!




I'm pretty sure Doc just killed four men with his Raise Elephant power. 

He could have wrapped up the adventure right there by capturing the men on the ship and learning from them who they worked for, but instead he inexplicably leaves the scene to go talk to someone, so the ship can slip away in his absence, and then has to get lucky trying to find it again. He can't track over water, so this is just a question of a lucky wandering encounter, and/or the Editor just being nice. 

Doc is pretty rich, owning a yacht and a plane already. We've talked many times about brevet ranks for this game. Do we need to start talking about ...brevet starting money?

Doc is lucky that plane isn't a rental!

There isn't any mechanic that would determine if your foot catches in something, so that's simply Editor's Fiat.

Kicking a plane out of the water...hmm. I'm tempted to say that's Extend Missile Range with several Roman numerals after it...but since it isn't used for combat, this could just be flavor text. 

More important is the following panel. How far can a superhero swim? Non-superhumans have swam over 100 miles without stopping, so the fact that Doc swam 30 isn't that impressive. Maybe it's the speed that he swam it? But that could be measured easily with a Race the- power. Anyway, back to my original question...I'm going to say that H&H Heroes can swim 1-6 miles per point of Constitution they have.

Hoo-hum, the old cliche of the warship disguised as a tramp! 

Shielding himself from fire is easy, that's just the power Fire Resistance at work. But shielding or blocking someone else with his own body...that requires a different mechanic, one that is universal in application and not specific to a certain power -- since there are many circumstances in a H&H game when the Heroes might need to shield people.

I am reminded of a recent time I ran Monsters!Monsters!, the Tunnels & Trolls variant where you play the monsters. In it, the only game mechanic outside of combat was saving throws. Need to hide? Make a saving throw! Trying to duck behind cover? Make a saving throw! Shield someone with your body? Oh! Hmm...



There's some insidious history alteration going on here I should point out. Kachukuo isn't a real place, but it looks like it's based on Manchukuo. Yes, Manchukuo had a ruthless dictator, but that dictator was Japanese, not Manchurian, and he was Hirohito -- Manchukuo was a puppet state created in Manchuria by their Japanese "liberator"/conquerors, as I alluded to at the beginning of this post. Suggesting that the Manchurians themselves were the bad guys suggests Japanese sympathies which surely evaporated in December 1941.
 
Besides that, there's a rare (at this point) example of a superhero punching a villain upwards into the air. The H&H mechanics deal with converting damage into feet pushed at a 1:1' ratio, but if that should be modified to account for gravity, I haven't done so yet - nor will likely do, honestly; sometimes realism just robs us of chances to have fun.  

The old man being attacked feels like a wandering encounter, while the twist of the "main bad guy" being so civil is refreshing, even if he's just being civil in a Bond villain-way.
Doing random good deeds have a way of coming back to help Heroes later, like how the old man knows a secret entrance. It would have been nice to see how the secret door operated! We do get some nice hideout dressing, with the carved pillars, and the closing walls trap is a classic. 
 
I think it's interesting how there's guards stationed at the secret entrance. I guess Kong doesn't like to take any chances? Or perhaps they too were just wandering encounters, heading back to their guard station.
 
It's interesting that Kong is so sure this cage will work when he knows Doc just busted through a stone wall. I wonder what the bars are made out of/what they were treated with? 

I also like the prismatic raygun, each color having a different power. This one is quite powerful - not for the charm ray, but the raise dead ray.

(Scans courtesy of Digital Comic Museum.)
 







 

Monday, March 28, 2022

Rocket Comics #2 - pt. 4

I probably shouldn't be as impressed as I am with the adventures of Buzzard Barnes, and maybe I'm reading too much into things here, but as Barnes and Andy argue over who has the most kills, it reminds me of Legolas and Gimli. In addition, we get to see some of the things you can do during aerial combat, including setting each other's planes on fire, and shooting copilots.


Now this also intrigues me, probably being the first instance of a record being played backwards in a comic book.



I could tell Jack Cole's The Defender is a blatant ripoff of the pulp novel hero, The Avenger, but an even more knowledgeable fan on Comic Book Plus tells us that this story specifically plagiarizes the third Avenger pulp novel, "The Sky Walker." 

Pittsburgh is an unusual setting for a comic book story and might actually be its first appearance in one. 

Drinking carbolic acid is more of a save or die situation rather than doing points of damage - though I could see it still doing damage even if the saving throw vs. poison is made.

The first invisible plane in comics? I'm not sure about that...might have to go back through the blog to check.

It seems like the Defender is kinda' reaching here...wouldn't it be more likely that Peerless Steel just makes inferior product, than the conspiracy theory that Supex Steel is using a stolen ray from an invisible plane to damage any steel that's not theirs? Well, this is comic books, so...


Here's another mad science invention for your Hideouts & Hoodlums campaigns: a sound detector that can follow specific vibrations over a distance of miles, hours later (as unlikely as that seems). 

You'd think inventing a bulletproof airplane might have been a better use of his time...


I get why it was done this way, for story, so it would look like the villains were getting away, but I hope not too many H&H players will plant time bombs in enemy planes, rather than capturing the villains and turning them over to the police with evidence. Although, on second thought, this strategy keeps me from having to give out trophy planes to my players...

(Scans courtesy of Comic Book Plus.)