Tuesday, 23 July 2019

Suicide Squad Part 2- Team Discussion

Continuing on from part 1, here is another part to my Suicide Squad review with a few things that I think are worth mentioning in the team. These are options that facilitate different playstyles to what I have previously mentioned, and will open up new angles of play.

The other standard version of Deadshot, this one trades off the mobility and potential spread of Willshot for pure single target deletion.
Offensive
As an assassin piece, Deadshot's best role is understandably his damage. His Barret is similar to Sharpshooter from the Bane Batbox but with slightly changed critical effects and without Reload. It is still the amazing 4 blood Scope gun it is on Sharpshooter, but with Bleed:2 and Devastating it can put out an extra 4 blood on crits (something boosted by Holds Breath) and he can do this for a few turns with 3 ammo and lacking Reload.
The Barret alone lets him be a model that is great for simply locking down areas of the board with his sheer threat, but he also has some bonuses to it that make him truly great. Ranged Master gives him a +1 to hit (+2 with Holds Breath), Obsessive gives him a +1 to wound if he targets the same model with all his attacks (which he will always be doing) and although this doesn't help much on the Barret (only against Amazons and Demons really) it is still a good way for him to work against armour or Tough Skin while using his 9mm Twin Cannons.
He also has 9mm Twin Cannons for a ranged attack, and it's a nice piece to give out some little extra damage if he doesn't have Barret ammo (or wants to move that turn).
Defensive
Defence 3 isn't great on someone of his cost, but he does have endurance 7 and a 50/50 Dodge to make up for it. As someone who will likely be popping between sniping positions anyway, he is decently survivable.
Overall
As well as being a great shooting threat, he is also decent at supporting other models. Outlaw Field Commander means he should always have a counter in Special, because it acts as a pseudo-Inspire on one model, and if no one else is around he can use it on himself to put it somewhere useful.

The cheapest option available to Suicide Squad, which is a virtue in it's own right, Electrocutioner is somewhat ok as a filler option.
Offensive
With his Shock Gloves, he does double stun at strength 4+ at a pretty good attack 4, and with crit:Stunned he can set up some nice vectors for attack (or just stop a beater from hitting him back). He has Electric Storm just like Little Spark and Nightwing, but it still isn't great and especially when he is only willpower 5. EMP is handy to have given the increasing numbers of Cybernetic, Bot and Vehicle models in the game as well, letting him reroll to wound against them. Taunt is a nice little control element, moving counters into attack which can be a nice way to shut things down. It is best used when something has already activated and is sitting on dodges or blocks, or if they are a control based model that needs SC and isn't great in attack (AK Scarecrow, Mad Hatter to an extent)
Defensive
Just like the Arkham Origins version this is based on, Electrocutioner has a glass jaw. Defence 3 endurance 5 is ok for his cost, although it isn't especially tanky.
Overall
Criminal is not bad given his stun output, and will reliably trigger if he decides to hit weaker models (which really, he should do anyway). He also has Expendable so he is worth only 1VP when he dies, with nothing being awarded for KO (which is amazing in a team like Squad where every VP matters). Charismatic is ok in some lists but useless in Squad, as you have no Free Agent limit in a team anyway.


The magic user of the Squad, Enchantress is an absolute powerhouse of a model and a huge boost to the crew despite her very steep cost.
Offensive
In terms of straight up attacking she has a quite simple Magic Strike that does double stun and has the Magic effect. At attack 4 and strength 3+ she's not a bad beater, but it isn't her best role.
In terms of control capabilities Enchantress is right up there for the best options (and rightfully so for her cost). With Mind Control she can straight up take threatening enemies, and possibly even lock them into a permanent loop by choosing another model with Persuasive (which is excellent otherwise just to counter opponents plans).
Her Magic is the last great thing about her offence, and it plays into her role as a board control piece more than anything else. Magic Power 5 lets her put out a couple of great spells a turn, and with her Magic disciplines she has some really good spells. Curse from Occultism is another great debuff to the opponent, stopping them from spending SC (counters both Magic and opposing SC abilities) and Necromancy has the excellent Black Pain, which is fairly easy to cast makes 2 models take a willpower test or suffer 3 stun and -1 willpower until the next Raise the Plan. This obviously makes her own Mind Control easier to do, but is also good in just making it harder for an opponent to do what they want as they will effectively be down 2 counters next turn.
Defensive
Another surprisingly tanky Magic user, Enchantress is pretty tough to get damage on unless you manage to play your turn order carefully. Safe Hands is just a basic immunity to Steal shared with most Magic users, but Magic Tatoos also makes her immune to this plus Fire (which is very strange that she would have both). Her real defensive strength comes in just how hard she is to kill, between defence 4 endurance 7, being a movement 3 Acrobat and Invulnerability:2 to top it off. She will take a very big effort to remove, and is definitely a formidable tank, but she also has Occultism to give her a +1 defence when she needs it once per game, on top of all the healing she can do with Magic.
Like Raven she can use Black Shadows as a means of defending herself from ranged attacks (although with Acrobat this is less necessary) as well as moving her around the table,
Overall
Outside of the healing from normal Elemental Magic, she can also heal herself once per game through Necromancy, by spending 2MP and dealing a blood damage to another model in contact which heals her 1 damage. Best used as a finisher to take out enemies, but it is useful nonetheless as a means of healing. As a Necromancer she has the Revival spell, which lets her put models back into the game that had died earlier. This spell is excellent, if difficult to get off on the larger models (difficulty increases based on endurance) and can be a great way to turn a game back around with Squad as it can stop them snowballing into a major loss. The only other thing to mention is her Bipolar, which isn't as huge as it may seem. The 50/50 chance to lose or gain a counter isn't major because she is already willpower 8 and a Magic user, so she isn't suffering for counters as much as a pure beater would, and it doesn't affect her actual willpower stat either so she is unaffected for casting. It's a negative for sure, but just not something that will ruin her in a game.

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