Unlike Batman which is far more objective based and tactically deep, DCU is more of a beer and pretzels game that often becomes brawls between characters and a lot of throwing. The game is quite fun and a great way to get your favourite characters on the table, with it having a wide variety of the more powerful individuals in the DC Universe plus a bit of overlap with some of the more powerful BMG models or ones who are known to compete with bigger heroes (the entire crew of Lex Luthor in BMG is usable in DCU for example).
Combat is quite simple yet somewhat unique, as it uses a mechanic of "2 dice versus defence stat" much like Warmachine/Hordes but it uses D8s which is far less common in wargaming. It does allow for a great spread of variance though as results have more ability to swing than D6s which adds to the nature of the game. Models also have 4 different defence statistics, which might seem like bloat to an outsider but in reality dictates the terms of the game and adds a greater strategy to it as some characters will be tough to damage with physical or energy attacks but will in turn be susceptible to magic based attacks (this example describing Kryptonians). It means you will want to have things with all kinds of attacks but also a variety of higher defences in your list so you can cover your bases and try and mitigate a rock-paper-scissors scenario where the opponent's list has all the tools to completely counter you. Under the 4 attack types (mental, physical, energy and magic, of which physical and energy are the most common) you also have some sub-types, with energy attacks having the most meaningful ones in Kryptonite and fire. These and the attack types themselves are things models can have resistance to, and thus take reduced amounts of damage from, to trigger the rules for weakness which doubles damage and removes resistance entirely and as such is a great way to deal with the more damage resistant characters should they have weakness. I really love this mechanic because as I mentioned before, it adds a level of needing to cover all bases instead of just having a straight up damage-based list and you will have to work towards countering everything your opponent can put forward.
As for what I don't like as much about the game, that is the scenarios. While there are some great and flavourful scenarios, there tends to not be enough emphasis on actually scoring points this way and it is often just easier to slam your enemies around the table by throws and punching them out. While this is thematic for some teams it isn't for all, and I tend to like more scenario based play instead of just straight brawls. It's something that has been addressed a bit in the physical rulebook, but still not really to an extent I would say makes the game amazing.
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