Wednesday, 3 April 2019

Booster Gold and Blue Beetle- model review

Hello again all, decided that for this post I'd do a nice quick one to break up the big in depth looks I've been doing more of lately. A single pack release from last year, Blue Beetle and Booster Gold are 2 great sculpts with some of the best rules we've seen out of Knight Models, being both flavourful and balanced while also very good. 

Blue Beetle is the budget model of the pair, but for his cost he is incredibly versatile. With a solid statline and some great toys, he is one of the better Free Agent choices in Brave and the Bold in general, and has a lot to consider.
Offensive
A model that has 3 different ways of only doing stun damage may not seem that great for his cost, but when you factor in what it all does (and BatB having plenty of Arrest) he is definitely a useful model to have in your crew. He has Reinforced Gloves for double stun punching, but his guns are the more useful in most cases (unless you want to punch out a higher endurance model). With 5 ammo he will be shooting almost every turn (even with his short range, Archie lets him get stuck in early) and with each gun doing double stun it's not a bad option damage wise. Both guns are Beams, meaning they wound on 2s and ignore Bulletproof Vests and Pings (although as an Expansive weapon, the Compressed Air BB Gun already does), while the regular BB Gun has Light for potentially shooting while engaged (although this is only useful for the Flash debuff and being easier to wound). It is in their special effects that they truly come into their own (and Beetle shows his true value) as
Defensive
Beetle has pretty standard Free Agent stats defensively, being pretty good for his cost but with nothing overly amazing. Defence 4, Endurance 7 and Martial Artist means he'll be sticking around for a while, but a dedicated effort in removing him will be able to take him out without a huge investment.
Overall
There's not much else to be said about Blue Beetle, but he still has a couple little tricks. Batclaw is a fairly standard BatB movement ability on Free Agents, and with Bug (a renamed Archie) he can place almost anywhere on the table from turn 1, which combined with Batclaw lets him work wherever he needs to be whenever he needs to be there, which is always useful. Teamwork/1 lets him take a counter from Booster if they're nearby, but they both really want their own counters most of the time and thus it isn't hugely valuable (much like the Hawks)

As the greatest hero the world has never known, Booster brings some great tricks to the table, and is a very reliable toolkit. With a great statline and some awesome traits, he is well worth the higher cost to bring him in a list, because he will almost always pull his weight.
Offensive
Booster is a really great combat piece, both at ranged and in melee. With attack 5, Master Fighter and Reinforced Gloves at strength 2+ he is more than a formidable threat in close combat, being able to threaten most targets with a KO, while at range he has his Blasters, which are quite simply amazing. Medium Range blood/stun Beam weapons is already great, but at RoF2 and Throwing combined with Total Vision it means he can move to pretty much anywhere on the table and shoot things without much in the way of a Ping, which is a huge boon to have. He also has Hacking for a bit more of a clutch play, where he can reallocate counters on things with Bot or Cybernetic (Lex Luthor and his troopers being the big Standard ones) to put them into more useless spots, like moving attack/defence into movement when something is sitting on an objective. Not as generally useful as his raw attack power, but still food for thought.
Defensive
With only a +1 endurance on Beetle's statline and the loss of Martial Artist in comparison, you would think he isn't that great from a defensive point of view, but he has some other tricks that are quite good. Energy Field acts as a ranged-only Batarmour equivalent, meaning between that and Pings he isn't that great of a target to shoot, while with Power Armour MKII he has the potential to reduce damage and be immune to crits (great for Sniper protection).
Overall
Booster has a little bit more than Beetle in this regard which are quite useful. Timely Arrival works similarly to Bug, with the restriction it has to drop turn 2, but Booster also has Fly, which combined with movement 3 means he is even more manoeuvrable than Beetle is. Total Vision doesn't help him much apart from the aforementioned shooting, but protects him from Sneak Attacks, and Teamwork helps him if he's near Beetle (as I mention below)

On taking both
Given some of their more synergistic rules, namely Teamwork, you would expect the intention to be that these two would be quite good together. They are. but at the same time it is quite a significant investment to take both (almost 200 rep and $600 funding) and they are both Free Agents, therefore requiring the presence of a Leader to make it a legal crew. Because of this one needs to plan very carefully to use the two of them in the same list if they want to have success with it, although it will definitely be something that is a blast to play.

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