Monday 27 May 2019

Amazons of Themyscira- Crew review, example lists


With this month's releases, we were given a great "new" team in the Teen Titans, but in this release came someone I am very happy to see in BMG. The Amazons are a part of the DC world that are often largely forgotten about, although they are one of my personal favourite groups, and in BMG they provide a very close experience to a team list.

In general they are Acrobats, with all that comes with that trait, and all benefit from the Amazon trait, giving them +1 to both hit and block, and a -1 to wound for opponents attacking them. This is a very good all-rounder trait that plays to their strengths as a combat based crew, and cannot be dismissed (or forgotten, that would ruin the crew). They are very elite, but their bonuses and killing ability compensates for this.

The 3 henchmen (henchwomen?) for the crew are the Amazon Warriors, all with very similar statlines.
Offensive
Amazon Warrior 1 has a sword to fight with, which is pretty impressive in her hands. With +1 to hit from Amazon, she also rerolls to wound at strength 3+ and doing double blood damage. This, combined with attack 4, means she is pretty reliable at killing most henchmen outright, and even many free agents and sidekicks which is where she really pulls her weight
Amazon Warrior 2 has the same statline as Warrior 1, but replaces her sword with a spear. Still with the +1 to hit, she instead does blood/stun without rerolls, but gets Bleed:2 and Reach to compensate, letting her pick her battles easier and attack from defensive positions.
Amazon Warrior 3 is the ranged option for the crew, and with her bow she plays somewhat like a much cheaper Green Arrow equivalent. Having both Good Aim and Rapid Fire she can move and shoot 2 shots very accurately (+2 to hit between Good Aim and Amazon) doing a potential 4 blood. She has 4 ammo meaning she'll be shooting most of the game (probably until she dies because she can easily reach ammo objectives) and her funding cost is irrelevant as Amazons have no equipment or other options that cost funding.
Defensive
For henchmen, they have impressive statlines in this regard. Endurance 6 can kind of be expected for their price point, but defence 4 on the 2 front line Amazons is really great and helps keep them in the fight for as long as possible.
Outside of Amazon and Acrobat, which are both very useful, there is little to note trait-wise. Amazon Warrior 1 is a Martial Artist, and at defence 4 this is a great thing to have on henchmen, while Amazon Warrior 2 has Combat Flip. This is interesting for a few reasons, as it gives her some sneaky movement opportunities, but is primarily useful in getting her into spots where she can fight with her spear and force opponents to move into her to attack.
Overall
Being the henchmen in an offensive crew, they really are geared to fighting. They've got nothing special outside of combat abilities, but they really don't need it.
The one thing they are somewhat hampered by is their willpower of 5, meaning they won't have enough counters in any turn to do everything they want. This must be played around very carefully as if they get caught out after putting everything into attack, they will probably cop a beating from what's left.

Sidekick/Leader Amazon Traits
Before we go into detail with the models themselves, there are some traits the Amazon Boss options share that can be covered separately.
Amazon Lineage prevents them from taking any non-Amazon model while they are the Boss. This is a simple little fix to stop them taking villain free agents, and to restrict list options if Wonder Woman or Wonder Girl lead a Brave and the Bold crew. This is in effect locking them into taking another leader while they are here, giving them huge native buy-ins before you can start building the rest of your crew
Regeneration is a nice little defensive bonus, helping them heal damage they've taken. 1SC a turn to heal 1 damage is nice, and if they have blood damage on them this is usually not a massively bad thing to do, although it is using counters they could use to keep fighting.
Weapon Master is a nice extra hit bonus on all 3 of the models below, giving them +2 to hit on any target. Hitting anything in the game on a 3+ at worst is huge, and it means they are very dangerous in combat.
Superjump is yet another movement trait for them (you would think being high movement Acrobat is enough) and is really just a nice extra bit of counter efficiency. For 2MC and 1SC it allows you to place 8" in any direction, and really using 3 counters to move 8" instead of 4 counters, that's another counter to spend elsewhere. It lets them get up and around buildings far easier as well, which is invaluable with how populated boards are likely to be.
Bracelets of Submission is a trait shared by Wonder Woman and Wonder Girl, giving them some extra ranged protection. In effect a single free Dodge roll every turn, it lets them take an agility roll against a ranged attack when they get hit the first time each turn. If passed (which is a 66% chance, so likely) the hit is cancelled (but only one hit) and then it goes to proper Dodge/Ping/Bodyguard etc. It's great for counter efficiency, and stacked with Shield for a free Ping! the Wonder pair are very bullet resistant.

The newest Amazon care of the Teen Titans box, Donna Troy brings a lot of interesting things to play and is easily one of the most exciting of the new releases. 
Offensive
Donna hits hard. It's that simple. +2 to hit on her sword, strength 3 with rerolls and attack 4 means she doesn't really hit much harder than Amazon Warrior 1, but the extra +1 is very helpful. Reinforced Gloves is ok but quite frankly useless unless both her weapons are stolen (the shield does the same but rolls 2 crit die) and her shield is alright but not as good as the sword. 
Her one big thing of note is the Lasso of Persuasion, a unique trait for her. For 2AC she can choose an enemy in 2" to suffer the Hypnotise effect, which can be a great way to not only remove a threat to your crew, but add a bit of extra power to yours. Mind control in either an Amazon or Teen Titans crew is very good, and in Titans can be paired with Raven to reduce the chance of them passing. 
Defensive
Like I mentioned above, Donna is hard to shoot. Layered defences of the Bracelets, Dodge and Ping means she isn't likely to be shot outside of expensive combos, while she is also a Martial Artist at defence 4. Wherever she is, she will take a bit of work to take down and at endurance 8 with Regeneration it's pretty reliable she can hang around. 
In Teen Titans she combos especially well with Raven and Dove, who can both heal her very quickly when she has taken damage, while also not being especially easy to wound themselves. 
Overall
There's nothing really left to mention now. Like the other Amazons, Donna is all about combat and doesn't have anything outside of that. 
Teen Titans
Consider everything I mentioned above, but with one less token. As long as Donna is alive she is preventing an Inexperience counter from being in play, but as long as any exist she is going to be the first one losing a counter. Her points cost also makes it all but impossible to do anything higher than a 5 model list, so locked into only getting 60 free rep from the team rules. 
It is important to note that she does have access to Living Legend in that team though. This should always go on her if she's in the list, because she is just amazing with it that one Moment of Glory. 
Brave and the Bold
Donna picks up the Legend rank in BatB, making her worth a whopping 10VP when killed (6 on KO is also huge). Combined with this is the fact she can't any other model if she leads Brave and the Bold crews, and you have a model that has a lot stacked against her as a balancing mechanism. She's still good, but at the same time substantially worse than in the other 2 lists she can be in. 

Queen Hippolyta is the only Leader option available to Amazons, and is an expensive powerhouse.
Offensive
About the same as Donna, except she has attack 5 and strength 2+. This means she's hard to block and wounds very easily. Reinforced Gloves is there, but like Donna isn't really relevant because the sword is flat out better.
Defensive
While she lacks the amazing ranged protection of Donna or Diana, Hippolyta has some interesting other tricks that keep her in the game. Sturdy means she only loses counters for every 3 damage she takes, and with endurance 11 she will be taking a beating before she goes down and can continue fighting easily. Martial Artist is pretty standard to the crew, but is also good to note.
Overall
The only Amazon to have crew buffs, Hippolyta is a great support piece for the rest of the crew. With Grand Strategist you can dictate your terms before the game starts, choosing strategies to benefit your crew, and Leadership helps against anything that forces willpower rolls, which is a godsend in a crew that is majority willpower 5.
Her willpower of 9 is also something that is very useful for her, as it means she is both versatile in game and all but immune to mind control effects. While she has a fairly standard spread of stats otherwise, her willpower is what makes them really shine in general.

The last piece I'll add, Wonder Woman is currently an Eternal model but is also the only one, so she's here for completeness' sake. A very, very strong model offset by her super high cost, Wonder Woman is really just a (significantly) stronger version of Donna Troy in her rules.
Offensive
Her sword is majority of the time almost exactly the same as Queen Hippolyta, changing when her opponents are specific kinds of models. When a model has an armour trait Diana always wounds 1 better because of strength 1+, and for things with Ghost or Invulnerable Diana straight up removes and ignores those with any of her attacks care of Godkiller.
The magic shield weapon is the same as Donna Troy's shield (read- better than using Reinforced Gloves) just with a different name.
Her Lasso of Hestia is very worthwhile in setting up a second activation attack with Living Legend, as although it has low damage at only 1 stun, Stun as an effect can set her up for a second round of complete carnage against her opponent. It forces the opponent to make block rolls against it, as if they don't they can't spend counters period, and at attack 5 she isn't easy to block either, meaning she is fairly often doing this. The only downside to it is that it is single use, meaning you have to guarantee the target is worth using it on (so basically, more expensive models that will return a lot of VP)
Defensive
Defensively she is almost exactly the same as Donna Troy, save for having endurance 10 instead of 8. It means most of the time she needs an extra dice to take out, and most things attack 4 and below can't get a lucky one shot on her (and neither can assault rifles, not that they'll reliably hit)
Sturdy is the same deal as Hippolyta, less counters lost with damage means she is better off in the long run and can keep on trucking.
Overall
Same deal as Hippolyta, she is willpower 9 with all that brings with it. The biggest thing to mention that's left though is Living Legend. A second activation each turn, with 2 free counters, helps her massively in her attacking ability, and can be a really great way to pinball her around the table being super hard to lock down. With clever sewer placement she can use her second activation of turn 1 (after using a sewer in her first) to barrel into the biggest threat in the opponent's list and at the very least severely wound it, and then continue to use sewers every turn to speed around the table and kill anything nearby. The 2 activations can also be useful to take out multiple models a turn, against horde crews where she can quickly mop up enemies and reduce activation count.
Warhorse
The Warhorse is an interesting piece, as it is an upgrade card that has no cost. Despite this, I wouldn't say it should be "bolted on" to her card, as there are alternate ways to play her in 2nd edition that the horse is not necessary. It adds +1 to her movement and is 4 endurance to give her Animal, Huge and Swift (making her insanely fast, 9 inch basic movement and potential 25 inch movement in an activation), at the expense of not being able to use her Lasso or any of her defensive traits. Amazon Princess lets her use Charge for only 1SC, meaning a 25 inch charge is possible, and she is only blocked on 6s during this Charge. It depends entirely on what you want to do with it, although as an assassin model she is better off on foot for a sewer alpha strike.

List Discussion
With their low model count and high cost models, Amazons have very few list options and don't often fit well into 350 rep.
The regular list (Amazon Starter)- The starter set is probably the most well-rounded of all the Amazon list options, and is the highest model count list that doesn't leave a chunk of rep leftover.
Donna+3 Amazons- This would be a super solid list if only another Amazon henchman existed. As is, it's the starter set with 55 rep left over, so would be a nice list in 300 rep games but in 350 rep there's way too much of a gap to justify taking it.
Wonder Woman+2 Amazons- This Eternal list is by far the hardest hitting of all the Amazon list options by sheer virtue of having Wonder Woman present, but at 3 models it can very easily be controlled and picked apart if the henchmen separate. Best to drop the spear Amazon from this list to keep shooting in it and maximum combat damage (virtually no stun)
Hippolyta+Donna- Super low model count but it hits very hard, and can potentially be a very fun list to play. High endurance and is moderately tanky, but it folds once even a single model gets affected by control or high damage.

Tuesday 7 May 2019

Bat-Family and Batman review part 2- Most of the remaining standard options

Finishing off Bat-Family, this is the follow-up piece to my first Batfam discussion and simply covering most of the other Batmen that I didn't cover before. The only one missing from Standard will be Zur-en-Arrh Batman, purely because I don't have a copy of the card to upload.

One of the cheapest versions of Batman, Modern Age brings a great statline for his rep but feels very locked into taking Boy Wonder Robin to fully capitalise on his card. 
Offensive
Attack 5 with Reinforced Gloves, no other frills. He's got Batlings and Sneak Attack (which pairs excellently with Stealth) but nothing too major to help him out. It's good, especially considering his cost, but nothing great, so don't go expecting him to demolish everything he hits. 
Defensive
Despite being the second cheapest Batman, he is one of the best in terms of survivability. Defence 5 endurance 8 is already good, but he has Martial Artist, Stealth and Acrobat (the only Batman to have this) to combine and ensure he is not very likely to ever be shot and won't be outnumbered. Although he lacks Batarmour for a guaranteed extra save, he has some great tools to keep him in the game that one might not expect at first glance. 
Overall
The only things that beg mention now are his two unique traits, both relating to Boy Wonder Robin. Assistance gives him a bump to willpower 8 while Robin is alive and on the table, but the moment he dies Batman loses this willpower boost to go to strength 2+ instead, meaning he hits very hard. Dynamic Duo allows Bruce to activate immediately after Robin does, provided they are within 8" of each other, allowing him to utilise Robin's debuffs without a chance of reaction from the opponent. 

One of the most expensive Batmen at 150 rep, AK Batman has an extensive toolkit but he will rarely find himself in a position where everything together will be useful. It is for this reason above all else that I find he isn't really worth taking, especially compared to the other Batman options in his cost range.
Offensive
Attack 5, Reinforced Gloves is something I've mentioned a lot in terms of Batman, and AK Batman is pretty middle of the pack in terms of his output. Master Fighter gives him a much needed +1 to hit, and Sneak Attack can help prevent blocks (although at attack 5 it's not likely anyway) while he has Martial Expert to increase his crit chance from just over 12% to a huge 50%. This is a trait shared with the Hassassins in League, who while they have crit blood have a far lower chance to wound, and with Batman's strength 3+ he will pretty reliably crit models for a little extra damage and hopefully knock downs if he doesn't just straight up take them out. His Batarmour, unique to him, gives him a nice little bonus in giving him a sort of pseudo-Reach on his unarmed attacks if he moves, extending his threat range a bit (although at movement 2 he's still slow).
His Batarangs are the longer ranged version (that is, not Batlings) and for what they do are a nice opener before he gets stuck into combat. Night Vision helps him out here, letting him attack anything he can draw a line to, but not quite as hilarious as some other Batmen (mostly now eternal, but AA Batman has it) having the ability to shoot around walls with Total Vision.
Defensive
Def 5 and usual Batman endurance of 8, plus the Batsuit means he can be pretty tough, and his 5+ Batarmour helps a lot. However, he doesn't have Martial Artist to prevent outnumber, and for 150 rep doesn't have anything particularly fantastic to keep him alive (as opposed to Rebirth and Anniversary having almost total ranged shutdown)
Overall
Detective, Cape and Claw as can be expected, and Teamwork:2 lets him have a bit more counter reliability in both Brave and the Bold (where it is less useful from less availability of the trait) to Batfam (where everyone has it, Batman's is just more efficient). He also has 2 other traits that help him out very situationally in Disruptor and Explosive Gel, representing his kit from the games. Disruptor is the better of the two, and lets him shut down guns that would otherwise be very damaging to the crew, but it can be gotten pretty easily on any model just by taking a Waynetech objective, which in itself isn't all that bad to take (especially for Batfamily getting early VP). Explosive Gel is again very situational, allowing you to remove sewer markers off the table for a relatively low counter cost. If you're facing Croc, Ratcatcher or King Shark, who will all be making heavy use of sewers, it could be ok, but really isn't going to be super useful the majority of the time, and as such should really be seen as just driving his cost up more.
In almost every aspect, AK Batman doesn't quite pull his weight for his cost, and although many very expensive models have one or two gimmicks that they are amazing at, this Batman is just mediocre at everything, and when he takes up over a third of your list that isn't something to be a fan of. Despite being one of my favourite KM sculpts ever, I think AK Batman is destined to remain on the shelf.


A different kind of Batman to most of the others, Flashpoint Batman is a piece with great pre-game abilities, in-game support and some extreme offence.
Offensive
Attack 5 and Reinforced Gloves means he can punch pretty effectively when he needs to, and he will probably do this at some point, but he also carries dual handguns which greatly affect his offensive potential. With Instinctive Shooting he will always be moving and shooting at full rate of fire, and although they are short ranged the fact he has an easy 4 shots for at least half the game is great, even though Light is of very little use to him. He lacks any ways to improve his chances of hitting, but he will be doing a decent job regardless, and synergises very well with Brave and the Bold debuffs.
Defensive
Defence 4, no Martial Artist and only a 6+ Batarmour means he will be somewhat easy for an opponent to hit, although at endurance 10 he doesn't go down easily. He is unable to purchase the extra endurance, being Thomas Wayne and not Bruce, but he is still more than a formidable foe.
Overall
The only real pre-game model in Brave and the Bold, Flashpoint adds both Grand Strategist and Mastermind to the crew, which can be hugely useful. A crew that is usually only stuck with 3 strategy points having access to 5 is a vast difference, and opens up a lot of options in how they play. Mastermind gives him a little bit more potential to dominate activation order, Detective is pretty average for Batmen, and Medic is a great little way to keep the rest of your crew around. The last thing to note is his Batarmour MkII giving him an extra inch on his BMD, so he will be moving 5" minimum with the usual Batcape and Batclaw. All in all, Flashpoint Batman is a very valuable model and a blast to play.


The cheapest Batman in standard, which is value in itself, Gaslight has some great tricks to play that reflect his Elseworld character, and perfectly differentiate him from other Batman options.
Offensive
As a cheaper Batman, his attack 4 with Reinforced Gloves is understandable and when added to his other traits becomes pretty great for the cost. Master Fighter gives him the always great +1 to hit, while Bonebreaker gives him an activated CRT of double blood. Not really the greatest ability, but at the very least with Brutal you can hope to get it out more often (or usually try and at least get knockdowns). Instead of Batlings or Batarangs he has throwing knives to reflect his more brutal nature, and these single blood throwing weapons are pretty reliable at wounding with Sharp. Despite all this, it is only maximum 2 blood (with a possible extra stun on crit), and he still will more often than not just want to punch.
Defensive
Defence 4 and endurance 8, plus he has Stealth. Safer against guns, but otherwise able to be ganged up on and will suffer. Batsuit upgrade is well worth it on him, but he is still only 92 rep for the card he has, which is more than worth it.
Overall
Gaslight, like Flashpoint, has some pre-game and ways to manipulate gameplay outside of the regular combat and control flow, and with Strategist can aid the crew in great ways. Scheming is of debatable value, as if you have a definite plan it won't help too much, but his real boon is through his unique trait Truth Seeker. To represent his dogged hunt for Jack the Ripper, this trait triggers on KO and Casualtied models (friend or foe, anywhere on the board), and allows a single Truth marker to be placed in base contact with the victim every time this happens. These markers can then be spent to add 1VP of friendly models scoring within 4", or a Batman within 4" can use it to move himself 4" in his activation. They are great little boosts to the crew that will usually be taken through normal gameplay, and although they are all removed upon giving their bonus a good deal of them should be put around over a regular game.

The Batman likely to be seen most often by newer players, this is the one included in the Arkham Guards starter set. While he is solid in many ways, he is mostly a jack of all trades but a master of none, and as such I am of the opinion most players will move on from him to other Batmen to fit their favoured role. 
Offensive
Pretty regular Bat-stats, he has no bonuses to hit though so can be very prone to the Bat-whiff which will prove to be very annoying whenever it comes in. Sneak Attack is nice to have, but in his case isn't as hugely useful as on Rebirth or Bale Batman, while his Batarangs are again very standard in what they do. Where he comes into his own, however, is in his smoke pellets and Mixed Combat Style giving him a lot more versatility in what he does. He has the option to use either his Batarangs or smoke pellet when he does this, and it means he can keep himself or his crew a lot safer while keeping his normal offensive abilities and be able to still punch. 
Defensive
Defence 5 is always impressive, but as he lacks Martial Artist his only defensive ability is Bat-Armour Mk1, and because of this he is prone to being outnumbered and bogged down. He does have Counter-Attack to add some punch to his defensive abilities, but the fact it requires first someone to hit him, then for Batman to block means it isn't reliable in the slightest and he is probably better off using that special counter for almost anything else. 
Overall
He is a fairly standard Batman model as previously mentioned, but with the important addition of Detective Mode. This is made to combo with his smoke, and helps protect him, but it's only going to be used for a fraction of the game and as such shouldn't be relied upon for any specific strategy

The other version of Batgirl to top off this post, Rebirth is by far the more combat-based option and as such has a clear distinction and role when compared to New 52 Batgirl.
Offensive
She has the same offensive stats as New 52 Batgirl (Combo and attack 4) but with the important addition of Reinforced Gloves. This means she has a damage output that is very good to have in Batfam lists, but will also nicely slot into most Brave and the Bold lists.
Defensive
Defence 4 and endurance 6 means she isn't the most hardy character, and will be fairly easily killed if something can catch her. However, she has Stealth for a layer of protection against guns, and being a free agent has access to the Martial Artist equipment upgrade which goes a long way to keeping her alive.
Overall
Batcape and Batclaw combined with movement 3 means she is decently mobile (and as such a great handcuff caddy) but her real value comes in the form of some other traits. Informer adding a pass is of great value in Brave and the Bold, and situationally useful in Batfam, while Tracking gives her a little bit of extra mobility in between activations.

Monday 6 May 2019

Goliath- model review and example lists

Welcome back everyone, to something I've alluded to for quite a while now. The only henchman I've not covered for Brave and the Bold and one of the very few I haven't discussed for Bat-Family and League, Goliath is a great sculpt that is a little bit underwhelming in rules terms. In this post I will be covering his rules in my normal fashion, but also introducing a new format for single models in discussing a few different list options with how I would run him in his different crews.

Offensive
With attack 4, Claws and strength 2+, Goliath is a decent combat threat in any list he goes into. He lacks bonuses to hit though, so is best suited bullying low defence models, or using a 9" Charge to put out stun damage onto anything and hope for knockdowns.
Defensive
Defence 2 and Huge means he is getting hit very often, and is super open to being shot, but at endurance 10 and Tough Skin he is at the very least requiring a dedicated effort to remove. Just have to be very careful of assault rifles and snipers, because they will run a train on him.
Overall
Huge and Animal combined mean his movement of 1 is largely offset with his 9" BMD, although 3 of his most flavourful traits cost movement counters and as such mean he is starving for them every single turn. Fly and Charge are both hugely useful to him, but it's one or the other unless he's inspired, and at willpower 5 either of them leave him lacking in other areas. Overall I would use him as a big block to sit around objectives, fighting what he needs to but using his huge base to block zones or score off multiple markers.
Carry is the first of his unique traits, and allows him to ferry models around the table with him as he moves. He may pick up models within 2" of him when he moves and drop them in base contact with himself at the end of the movement, but only move models on 30mm bases to restrict it slightly. If he does so to a model that isn't Damian, they must forfeit their entire next turn, while Damian reduces his BMD to 0 and can't use his Batclaw in that turn. For 3 of his 5 counters (1MC+2SC) it is really not worth it, and will very rarely see play just because of how big of a penalty it gives to most things.
Meet Goliath! is a simple trait that means he can only be hired when Damian is also present, and as such deserves a mention here.


List Discussions
Brave and the Bold

Reputation: 348/350
Funding: 1500$/1500$
[Boss][L] Batman (Ben Affleck) [125/0$]
-Upgraded Batsuit [0/100$]
[H] Arkham Guard 3 [22/100$]
[H] Agent 2 [15/0$]
-Whistle [0/200$]
[H] Lerida [36/450$]
-Whistle [0/200$]
-Swat Special Training [0/100$]
-Street Patrol [0/50$]
-Patrol Training [0/150$]
[H] Robin [60/0$]
[H] Goliath [70/0$]
[H] Arkham Guard 1 [21/0$]
-Medic [0/150$]
This list represents a lot of what I like about playing Brave and the Bold, having good amounts of stun damage backed up with Arrest and Lerida to sit behind and act as a great gun piece. Batman, Robin and Goliath are the 3 combat models here, so as long as they're being backed up by the 3 Arrests in the list they can quite easily take models out of action and keep the game moving in your favour. On top of this, every model other than Batman is a henchman, and as such will benefit from Inspire. 
Goliath's role in this list is primarily to be a third melee piece, helping Damian and Batman in combat by fishing for knockdowns and extra stun on Charge. With this he basically pinballs around the table hitting enemies as much as possible. 

League of Assassins
The biggest issue with Goliath is hands down his hunger for counters, and how badly he loses them when he takes damage, so naturally he would run best with Rebirth Talia. Not losing counters is a huge boon for him as it means he will stay in a fight far longer, and will be far more relevant when he does so.
Reputation: 346/350
Funding: 1750$/1850$
[Boss][L] Talia (Rebirth) [100/0$]
[H] Goro [50/0$]
-Loyalty Tattoo [0/200$]
-Combat Braces [0/150$]
-Grapple-gun [0/400$]
-Rare Nth Medallion [0/150$]
[H] Robin [60/0$]
-Venom Dose [0/100$]
[H] Goliath [70/0$]
[H] Hasssasin 1 [20/0$]
-Shadow Training [0/200$]
[H] Hasssasin 2 [24/0$]
[H] Hasssasin 4 [22/0$]
-Trained in the Shadows [0/300$]
-Combat Braces [0/150$]
-Climbing Claws [0/100$]
This list is mainly based around overlapping buffs to make the most out of the lower willpower henchmen, and to get them hitting up as much as possible to hurt the opponent. It is almost fully melee based, as most League is, but with Kill Them from Goro and Inspire from Talia, plus the fact they never lose counters from enemies or damage, means that the crew can barrel ahead and get stuck in before swinging, and even if they do take a little bit of damage they're dishing out as much as possible anyway. 
With Goliath being the only model in the crew to do stun damage, his value might seem lower, but in reality he is quite effective when buffed up in this way. Benefiting from every bonus there is to play with in the crew, with these he can pull off a quite impressive flying Charge before also putting 3 attacks into a model, or simply deliver Damian far further up the table than would normally happen. Goliath is a bit of a clutch piece in here, not being the super damage dealer Damian is or the lynchpin of Goro, but he has a place and is great at plugging gaps where needed in the crew's lines. 

Bonus- Batman Family
While there is some debate over whether Goliath is actually allowed in Batfam (mainly based around the ambiguities of Meet Goliath) I am still providing a list here to talk about, mainly because it is simply a fun option. While not doing anything huge for Batfam competitively, he is a nice thematic option should someone wish to do so, and this is the list I would play him in:
Models: 4
Reputation: 334/350
Funding: 1000$/1500$
[Boss][L] Batman (Ben Affleck) [125/0$]
-Upgraded Batsuit [0/100$]
-Reconnaissance [0/300$]
-Handcuffs [0/300$]
[S] Nightwing [90/0$]
-Handcuffs [0/300$]
[H] Robin [60/0$]
[H] Goliath [70/0$]
As can be seen in the list, and as mentioned in my Batfam discussion, this is a pretty standard roster for the team outside of Goliath. Batman, Damian and Nightwing all ready to hit hard and KO, with as much equipment as possible to benefit that. Someone can also take a Magazine, but it's practically irrelevant for the most part so I left it off when writing the list (although not taking it would be stupid, there's no reason not to).
Goliath in here is basically just a big guy that can utilise Charge to spread out extra stun damage, as well as his own melee damage, but also serves a great purpose in grabbing objectives. Batfam as a crew need to be careful about scoring objective VP as well as brawling, but with Goliath possibly scoring 2 (or even 3) objectives by himself the rest of the team is better off. Still not really a competitive option, but it's interesting to play in fun friendly games and as such has a definite place in the game.