Tuesday, 4 June 2019

Dark Knights- Model Review

Welcome back everyone, to a little continuation of something I almost forgot I started! The Dark Knights, from the 2018 event Metal, are a series of excellent Free Agents that slot well into a lot of crews, and can do a lot of work. I've already discussed Red Death in my villain Speedster overview, so he won't be covered here, but the other 3 we have can be found below.


The leader of the Dark Knights, The Batman Who Laughs is a terrifying combination of Batman and the Joker, and he brings the best the 2 have to offer. A very strong yet expensive model, he should rightfully be feared for his points cost.
Offensive
Doing blood/stun with both of his weapons, BWL can put out some good reliable damage. His gun is a fairly mediocre ranged weapon at short range, RoF2 and 2 ammo, but it can be nice if he doesn't have the movement to get to models that turn and it's small amounts of damage that can help out in a pinch. His Teeth & Claws attack (or rather, the teeth and claws of his "Crows") is where he really comes into his own, as it has rerolls to hit, Reach for extra range and strength 3+. It's pretty reliable damage, and at attack 5 he can take on most threats with it while keeping himself safe.
Defensive
Defensively, BWL is pretty great. Defence 5 and endurance 9 is already pretty impressive, but he has a ton of things to stop him from getting shot until he is ready to pounce. Stealth stops most guns from even seeing him, but also having Protective on his melee attack means he will be getting free Pings any time he does get hit (albeit at a 5+ from Large) and benefits from +1 to block rolls. He also has Martial Artist, meaning he will never suffer from being outnumbered which is huge at defence 5. Psycho means he will never be affected from a loss of willpower, and Cannibal on his pretty great attack means he can heal when he needs to.
Overall
BWL has some really great traits that boost up his value as a versatile centrepiece model for your crew, and they all play very nicely together. Detective is great in smaller crews (which at his price point is likely to happen) to cancel passes where they pop up, while Strategist adds a bit of pre-game punch to your own crew that can help greatly. Trickster lets him reallocate on the fly as well, and means he will always be able to react to what is happening at any given time, although he will likely always have 3 in special. This is because of Luck, which lets him spend SC to gain rerolls, whichcan help him sneak out extra damage when he fails to wound, to reroll hits with his gun and guarantee more damage, or to . Persuasive is another trait that is of great use for him, being able to effectively have a double activation with models that matter while locking an opponent into something they may not want to activate yet, and messing with their plans massively.
He is also insanely fast, between his 3 movement, Sneaking and Large. With his possible movement of 14 inches a turn he will be a very hard threat to lock down in most games, being able to relocate where he wants very quickly if need be (or just getting 6" charges before smacking something down)

The combination of Aquaman/Mera and Batman, The Drowned is a close-ranged model like the rest of her Dark Knight companions, but she does it in a somewhat different way. Choosing to instead work as a combined spray/melee model she can punish grouped together opponents a lot.
Offensive
Drowned has 2 weapon profiles, that allow her to take on different roles. Her Trident benefits from Weapon Master for +1 to hit, and rolls 2 crit die from Devastating, while being a blood/stun Reach weapon at attack 5 and strength 3+, letting her hit things in melee pretty reliably. Her Dark Water ranged attack is an Expansive spray with Accurate and Cold to deal with Acrobats (stripping MC and giving them a Dodge penalty), while also doing blood/stun and having 3 ammo, meaning she can fire it off for half of the game at least.
Her last offensive ability comes from the Shockwave trait, and ties into her Dark Water being the bane of Acrobat, as she can create a pulse of stripping movement counters around her and thus preventing more dodges.
Defensive
She's tough for her rep, and can take a beating. Defence 5 endurance 7 with Martial Artist is pretty great, but Tough Skin makes her even harder to wound and she can use Regeneration to take counters off anyway if need be. Add this to Obstinate preventing an opponent from moving her counters around (sorry Disarray!) and she is fighting on her terms more often than not.
Overall
Amphibious is a thing and helps her with some movement, but really, there's only her statline left to talk about. Movement 3 is great to have on someone of her cost and Willpower 7 is about what can be expected.

The least subtle of the lot, Merciless is the Dark Knights answer to Wonder Woman, and as such is pure murder put on the table. 
Offensive
This is what he does best. A whopping attack 6 and strength 2+, he has great stats for attacking, and his traits and weapon only boost this. Weapon Master is a very welcome hit bonus to help him get higher defence targets (who he really wants to go after as they tend to be worth more VP) and with a sword that is double blood and sharp he will very reliably wound with whatever hits he makes. The sword also has a huge bonus in having Anti-Tank, meaning the high amounts of armour that are now in the game will be little more than a speedbump for him. Unstoppable at attack 6 is more security than anything, and should only really be used in those cases where he needs to guarantee the damage going through (Amazons and things with bonuses to block). 
Large gives him access to the Charge special attack, which is quite reliable extra damage from him to spread around for opponents, and as such is a great thing to note as it can help the rest of the crew. 
Defensive
The only Dark Knight with defence 4, and with a -1 to his Ping rolls from Large, you would think he would be significantly worse in this regard. However, wearing the armour of Ares he has the Medium Armour trait, meaning any wound roll against him is at -2 which greatly amplifies his defensive ability. It means he is prone to being scratched down by ranged weapons, but at endurance 8 and Large he will pretty reliably wake up to continue his killing spree. 
Overall
There's not much to note outside of his combat prowess, just Veteran and The Murderer. Veteran is a smaller way of reactively playing during the turn (as compared to Trickster) but it lets him play on the fly and move things around where needed, even though he will likely just be moving and attacking as much as he can. The Murderer is something of a needed negative to him, and dictates that he cannot score VP from any means other than casualties. This may seem important, but it's what he's doing anyway so it comes close to being functionally irrelevant. 

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