The final battle of our mini-SMF "campaign"! (not really a campaign in the traditional sense. More just making up plot as an excuse for our game setup)
As the heroes investigate the stolen machine, one of the villains sneaks a small box onto it. With a push of a button, the mysterious machine teleports away, taking our heroes with it!
The Justice League receives a transmission from Solovar, chief of security in Gorilla City. Grodd had hired the Rogues to steal this machine! And he has taken over the minds of the Gorilla City soldiers! And using the machine's ability to manipulate anti-gravitons, Grodd now has an army of flying Gorillas! The Justice League race to Gorilla City. They meet up with Solovar and vow to rescue their friends, and take back the city from Grodd and his Secret Society!Here's the team rosters:
Villains -

Gorilla Grodd (Mentalist) - Mentalism, Super Strength, Super Agility
Giganta (Brick) - Super Strength (major), Tough, Growth
Cheetah (Speedster) - Speed, Super Agility, Super Strength
Dr. Light (Blaster) - Power Blasts (major), Forcefield, Stun
Copperhead (Street Level) - Melee Weapon, Armor
Gorilla Soldiers (Henchmen) - Veterans, Super Strength, Flight
Heroes -

Batman (Brawler) - Scrapper, Gadgets, Super Agility
Superman (Super-Brick) - Super Strength (major), Resistence, Flight, Power Blast, Enhanced Senses
Wonder Woman (Super-Brawler) - Scrapper, Flight, Super Strength, Shield, Entangle
Flash (Speedster) - Speed, Stun, Armor
Solovar (Street Level) - Super Strength, Super Agility
Table Setup -

A sparse layout, but this game is just a basic brawl.
Round 1 -
Superman flies to the top of the pyramid, leaving himself vulnerable to a blast from Dr. Light!

Luckily Superman dodges the blast. Flash runs forward, until being intercepted by Cheetah!

As the speedsters clash, Solovar climbs the pyramid, only to be attacked by his former allies! The Gorilla Soldiers soar through the air with their new flying ability, and swoop down on their former commander!

Wonder Woman flies forward and uses her lasso to tie up Giganta! Grodd probes into Wonder Woman's mind, taking control of it for a split second, causing her to let go of her lasso! (Grodd uses mind control and has Wonder Woman end her Entangle!)

Batman hurries to Solovar's aid and takes out several Gorilla Soldiers.

Giganta embraces her newfound freedom and attacks Wonder Woman!

Round 2 -
Superman punches Grodd...

...as Giganta sends Wonder Woman flying back!

Flash continues dueling with Cheetah, until she scores a lucky hit and knocks him back.

While Cheetah is distracted, Wonder Woman gets up and tries to use her lasso on her. Cheetah sees the attack and rushes out of the way.

As the Flash shakes off Cheetah's attack, Dr. Light blasts him from behind! Flash barely manages to remain standing.

Solovar knocks out the rest of the Gorilla Soldiers. Copperhead charges Batman, but fails to land a hit.

Round 3 -
Wonder Woman begins pummeling Dr. Light...

Then Giganta joins the fray...

Then Flash joins the scuffle...

Finally Cheetah joins in! With one rake of her claw, Flash is finally out of the fight...

Grodd flees Superman's attacks, but he unable to break through his mental defenses.

Batman and Copperhead continue battling.

Solovar comes to Batman's aid and they put down Copperhead.

Dr. Light scores a lucky blast in close combat, sending Wonder Woman flying back. Things are not looking good for the warrior princess...

Round 4 -
Superman flies to Wonder Woman's rescue, sending Giganta flying back with a well aimed punch! Suddenly, Grodd finally breaks into Superman's mind, forcing him to use his heat vision against the fallen Wonder Woman!

Wonder Woman stands up and entangles Dr. Light in her lasso. Cheetah charges Wonder Woman.

Batman circles around and hits Dr. Light with a batarang! Though woozy, Light remains standing.

Giganta gets back up and begins beating down Wonder Woman! She won't be able to take much more...

Round 5 -
Superman takes flight and knocks out Giganta!

One well placed kick to the face, and Dr. Light goes down as well!

Realizing he's outmatched, Grodd begins trying to make his getaway...
Wonder Woman and Cheetah continue bloodying each other until both are ready to collapse (both have had their hitboxes depleted and are only standing due to making their KO rolls!)

Solovar is faced with a choice: go after Grodd and finally put a stop to him once and for all, or save Wonder Woman, leaving Grodd free to terrorize Gorilla City another day...

Solovar charges Cheetah and does enough damage to take her out of the fight.

Round 6 - With Grodd alone facing down Wonder Woman, Superman, Batman, and Solovar, we call the game. Grodd makes his escape, but the heroes have freed Gorilla City! (for now...)
(Apologies for some pictures with a slapdash censoring. Hope it doesn't distract too much.)
This was a very dynamic game! Played on a small table (3'x3') which made the higher movement powers seem a bit much, but still had plenty of room for positioning. The game moved fast, with plenty of action and flowing movement.
Used the archetype maneuvers from the "advanced" rules. Added lots of flavor!
Several times, the villains (always the villains!) had some rather poor rolls, but with the increased hitboxes, it always felt like they could still come back.
The only suggestion I would have is that the difficulty for KO's should go back to TN4, only because at TN3, everyone made it. Most made it ONLY by rolling 3 goals. It feels like making a KO roll should be a bit more special. I felt like the increased number of hitboxes already makes up for it.
For anyone who hasn't yet actually tried out the playtest rules for
Super Mission Force!, I urge you to do so now. A great supers game!