Monday 10 June 2019

Commissioner Gordon- Model Review

Continuing my overviews into the Brave and the Bold with one of the few Leaders I haven't covered, today is a look into Commissioner Gordon. Someone who is quite a strong Leader, while being a far cheaper model than the rest in BatB, Gordon facilitates a very different playstyle to the costumed heroes.


Offensive
Gordon's attack 3 and strength of 5+ may not make him look like a great attacking model, but he has 3 different ways of shooting enemies that are all decent options. As standard on his card is his Automatic Gun, which is a short ranged option that he will only really use if he gets into a bad situation but with blood/stun damage, RoF3 and Light can put out the hurt fairly well, and Hidden Sniper, which is one of his primary abilities. This lets him make a RoF2 double blood shot, treated as a Firearm, at anyone he can see, provided you can also draw a line to a table edge and they are within 12" of said edge. The shot also ignores Ping! which means as long as he hits he is doing reliable damage, and can potentially do 6 blood to something in a turn when used with Heliport. Hidden Sniper can't be used turn 1, giving the opponent time to evade it, but it will always be a very good tool in Gordon's kit.
Air Support is the other of his main gimmicks, and it lets him support the rest of his crew's ranged weapons (because let's be real, you will have guns in BatB). It lets him choose a spot on the table to be lit up by an explosive template, meaning anything in your crew can draw line of sight to any model in it. With his $150 funding equipment Heliport which may as well be stapled on, he can also make a single RoF double blood shot at a model under the template, ignoring Ping! which is a nice way to get a little bit of extra damage out from him each turn. Some great synergies with Hidden Sniper, but also board and scenario dependent because larger buildings will block off sight for this to happen.
Defensive
Defence 3 and endurance 6 means he is soft, and if someone gets to him he will die. This only affirms his role as a backfield leader, and he benefits greatly from Bodyguard models (those being Diggle and SS Katana). He has a Bulletproof Vest to help against shooting, but that's about all he will benefit from in this regard, and any half decent melee beater will quite reliably take him out.
Overall
Detective is fairly standard for BatB Leaders, and Affinity:Batman gives him some nice options to play around with for list building. Take Cover! is an ok ability to give henchmen extra defence counters, but when Heliport costs 2SC and he can Inspire instead, it won't really ever see play. Cop gives him a nice little bonus against models with Criminal (awesome when he pings things from far away) and Arrest helps BatB crews out a lot. Commissioner plays into this as well, making it only cost 1MC when he does it so it is very cheap (although not quite as great as the 1SC Arrest henchmen can get). Veteran is a very good way of keeping him versatile, allowing him to move counters when he activates, and Elite Boss: SWAT opens up a ton of list options for any crew Gordon is in

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