Sunday 7 July 2019

Teen Titans- Team Discussion

Welcome everyone, for another Team Discussion! A couple months back we were gifted the Teen Titans again, with not only an update to the team rules but also a full Batbox. I'll be talking about those options here today, except for Donna Troy who I have already covered, and the team rules in general. A quite thematic list, Titans are hampered in what they do by having significant penalties, but they do have quite good options to make up for it

Team Rules
Cooperative Fight Plan and Everything to Prove both support their survivability, boosting the somewhat fragile crew, and also plays into their supportive nature. Cooperative Fight Plan gives them the Resilient rule while they're within 4" of two+ friendly models (and in a team, they're wanting to stay together so as to not get picked apart) although rerolls to Endurance rolls isn't huge when they're mostly endurance 5-6 and on average failing even with a reroll. Everything to Prove however gives them Survivor, which can potentially keep them on the table for longer than they have any right to, and with good rolls will mess up an opponent's plans a lot. A great thing on the more glass cannon pieces, although it's not reliable and will only come into play every so often.
Pack is a nice way to get extra models in the list, and quite simply lets them take an extra 30 rep per 2 models in the crew. The second model counts for their own reduction too (so second, fourth and sixth) and is a great way to get 6 model lists in a team where it wouldn't otherwise be possible.
Youngsters is their big drawback, although it can be played around. It gives the opponent 4 Inexperience Counters they spend at the end of the Raise the Plan phase, and lets them deny a single counter being allocated from a Titans model for each. A model can only be affected once, but at mostly willpower 6 it's still a big loss, and severely restricts what they can do. However, for each Leader or Sidekick present an Inexperience Counter is denied, so a regular Teen Titans list will have 2-3 of these at least in order to deny it, as well as higher willpower models where possible. It has to be considered though that your biggest threat will almost always have one less counter than you would like, and you have to play to this in game. 

Equipment
Moment of Glory is absolutely autotake for how amazing it is. $350 to give a single model the Living Legend trait for a turn, it massively boosts up the value of that model. 2 activations on something like Donna Troy or Nightwing will define the game, and for that reason it has to always be in consideration. The only downside is that it can be removed by Broken Equipment. 
Handcuffs are slightly more expensive here than in Batfam ($400 vs $300) but are still just as mandatory. The relatively little amount of blood damage in Titans means they need the ways to take models out of play, and Handcuffs is it. 
Magazine is pretty standard apart from being 0-1, it's $300 for an extra ammo. Not bad on the ranged models (particularly Starfire) but cuts into the other, vastly better, equipment

Strategies
Fast Response is a 2 cost Strategy, that moves 2 Titans d6+2 inches before the game starts. They both move the same distance (ie one roll is made for both) and it's a great way to sling models up the table early, letting them get into position quicker and score VP early. It's almost flat out better than taking Patrol twice, and unless you want the whole crew up further, is a better take than Fast Advance as well because of the average distance moved (d6+2 is on average 5-6", which is obviously better than 4)
Impulsive Team helps offset Inexperience a little bit for a nice 1 cost Strategy, in that it can give 2 models in the team a free attack counter once per game. However, it doesn't go above the normal AC limit, and this means they will really only be having their regular willpower on the biggest hitter, with another possibly having an extra counter to do something else. It's good in that it spreads out counters, and that it affects 2 models (especially good with how easily they can get to only 1 Inexperience Counter) so is probably worth the take more often than not. 

Objective- Trigon Portal
The Trigon Portal is a very strange objective, as it is not deployed by the player who selects it but rather their opponent (unlike any other objective in the game) and they place it up to 12" away from your deployment zone, 6" away from board edges. It can be controlled by Titans within 4" of it instead of the regular base contact, but can only be contested in base contact, and gives 2VP when controlled by the Titans. However, they get bonus VP when they have more than one model controlling to a total of 2 extra (so 2 extra models within 4" for 1 extra VP each). This means they can theoretically get large amounts of VP from this and other objectives, but with the opponent placing it you won't often have the opportunity to do this as they will just place it further away in a bad position. It also has an added downside in that if Titans aren't controlling it,  the opponent gets to give 2 models 1 additional action counter in the next Raise the Plan phase above their normal limit in any stat, which is a huge boost and means Titans need to get to it quickly and hold it. 

Beast Boy himself is a weird model in that he as a standalone card isn't great, and it's in his various Animal Forms that he truly shines.
Offensive
Attack 3 with nothing else to mention, even at 4+ strength isn't great. It does become significantly better with his upgrades though, so he can do well in a fight (just has to be an animal to do it). All his upgrades are Large as well, meaning they can charge (which is great at their mostly increased strength of 3+)
Defensive
Movement 3 Acrobat is always very useful, but at defence 3 endurance 4 if he loses his upgrades he's going to cop it. Not especially that tanky outside of Shapeshifting, but with it he can effectively just swap and change every Raise the Plan to keep himself healing, and with the amount of extra endurance on those cards (and defence bump on the Gorilla)
Overall
Beast Boy as a character is inherently locked into Shapeshifting as his one saving grace. As a free ability that happens every Raise the Plan he isn't KO, he should always be chopping and changing between forms to keep himself going, and making the most of the free effective healing that it offers. He makes for an ok tank in Titans, and works excellently as an objective grabber/harassment piece alongside a bigger hitter like Nightwing or Donna Troy.
Upgrades- Animal Forms
The Gorilla Form is kind of similar to a Grodd henchman in that it has Large, Acrobat and Reinforced Gloves at strength 3+. It does have 4 endurance to keep it alive, which is great for healing reasons, and becomes defence 4, so is the hardest of all to remove of his forms. Overall this is the best of the forms, and any turn he's swapping from something that isn't this, it should probably go into the gorilla.
The Hawk Form is pure movement based, and is mainly just a way to very quickly reach objectives. It does have Claws for damage, but the best part is Fly, Large and Movement 5 for huge movement potential, being able to cross large sections of the board easily. The downside to this speed is that it only has 2 endurance, and will probably be hit off without much effort.
Tiger Form is the middle ground between fighting and mobility, having good attack and movement stats (strength 3+ Claws, attack 4 and movement 4) while getting Large like the others, and Sneaking for more movement tricks. The upgrade is also 3 endurance, so in between the Gorilla and Hawk in terms of resilience. 

The "cheap beater" of the crew, Hawk is an option that enables a bit more front line combat in the crew while still keeping a higher model count (unlike Nightwing or Donna Troy, who are more awkward to fit in like this)
Offensive
Attack 4, Reinforced Gloves and strength 3+, he's a punching model. No bonuses to hit so is prone to whiffing, but he has Tension to bump himself up to attack 5 if he has damage on him, so it's not all that mediocre with Hawk, just a little unreliable. 
Defensive
For 72 rep and as the intended beater of the crew, I find Hawk somewhat lacking in this regard. Endurance 7 with Hardened and movement 3 Acrobat are both very nice, as is Tension once he takes damage, but at defence 3 he isn't all that hard to land a big chunk of damage on in one go before he gets the defence bump. Sturdy is another bonus that is nice, but at willpower 6 in Titans it really is necessary for someone who is supposed to take damage to become better, as otherwise he will just be flopping around uselessly with no counters mid-game. He also has Agile to help him from taking fall damage, and at movement 3 he will be successfully doing this 50% of the time which is a nice bonus (although again- not huge)
Overall
Hawk has 2 abilities that are pretty great, but highly dependent on exact positioning. Teamwork:1 (Dove) lets him take a counter off of her and use it for himself, which is nice in this example because Dove won't be needing as many of her counters at any given time and can mean Hawk does more in a turn. Agent of Chaos though gives an effective Trickster to all friendly models in 4", which is a hugely reliable way to make sure the team is able to react to opponents' actions and play to the game flow. 

The second half of the Hawk and Dove pair, Dove is a healing and support model to go with Hawk's damage dealer, and she is a very useful piece in Titans crews.
Offensive
At only attack 3 and with nothing to boost her close combat attacks she definitely shouldn't be punching, but she does have a useful ranged attack in her Light Projection. A Medium Range Beam weapon, it does 2 stun and a blood at RoF1 and has 3 ammo, meaning she can reliably move and shoot with it. Despite this it is still only a single shot and is prone to whiffing, which means it is best suited to being shot at lower defence enemies to guarantee the damage (and with Beam, Ping is unlikely)
Defensive
Defence 4 Endurance 6 is fairly average given her cost and can't be discounted, but she does have a few traits that make her a bit more defensive. Agile helps prevent her from taking fall damage, and with Fly even if she fails this roll she will be reducing fall damage by a step which is a nice thing if she happens to be on rooftops. Native Resilient is good, but only in BatB where she won't have it from the team rules, as she really wants to be as close as possible to friendly models for her various buffs to go off. She also has Safe Hands to make her immune to the Steal effect which is very situational but not bad, and Agent of Order prevents both her and every other friendly model in 4" from having their counters reallocated by opponents, completely denying that kind of crew control.
Overall
Her Teamwork:2 with Hawk is less useful than Hawk's Teamwork with her but it is there so it can be nice. Fly means she is very quick when combined with movement 3, and as such she is a great model to put Handcuffs on to use as a finisher piece.
Her main gimmick however is in her healing potential, and boy is it good. She has the standard Medic, but with her Light Radiance can pay an extra SC to affect every character within 2" when she uses Medic (which actually includes herself given how the trait works) which allows her to very quickly get the crew back into shape, something that is invaluable in a team with such low endurance as standard.
The magic model in the team, Raven is a pure debuff piece that will be an absolute terror to an enemy crew, and is invaluable in how she can shut down opposing henchmen.
Offensive
Not the greatest in direct damage, but Raven makes up for it in sheer control potential. She can very reliably shut down enemy models and stop them from doing a lot, which is very helpful in Titans as it means they're getting hit less.
Her only attack outside of doing single stun damage, her Dark Blasts are a decent Short Range attack, only doing 1 blood but having RoF2, 3 ammo, Throwing, Magic and Terror:2. It means when the fighting is most tense she will be spreading around her shots to maximise Terror, stripping willpower from models (henchmen are crippled by this). The Terror effect is a -2 to willpower until the next Raise the Plan, so those models hit are losing 2 counters next turn (possibly more given her other traits) and thus the Teen Titans crew can gain an advantage far easier. It also removes counters when they're hit, so again restricts what the opponent can do.
Raven has 2 abilities that require special counters that both play into her control/debuff role, and both are crippling to almost anything. Discourage is a pretty easy -2 to willpower, meaning 2 less counters for the opponent next turn, and Intimidation stops them from rerolling willpower rolls and from making close combat attacks altogether.
Her magic also allows her to play offensively, with the standard spell Magic Bolt for damage, but her spells are far more suited to denial and debuffing. Curse is a great way to shut down other Magic or any Hypnotise ability which can be nightmares for Teen Titans, but also a great debuff to set up attacks from the rest of the crew while they are easier to take out.
Defensive
Raven is deceptively tanky, boasting a bunch of healing potential but also just sheer defence. Natural Immunities protects her from Blind, Poison and Steal, while the Demon trait means she is at -1 to be wounded always (nothing cancels Demon like it does Tough Skin or Armour) and has a permanent Desensitised-esque ability to never lose counters (which is especially amazing in Titans given Inexperience). With Occultism as well she can choose to give herself a +1 defence for that turn when she activates, putting her at defence 5 (possibly 6 through Painful Empathy) and thus very hard to combat.
Black Shadows as a spell can be used to put her into awkward positions, but most importantly prevent enemies from attacking her at range. This combined with Intimidation means she can theoretically be all but impossible to target, which is great but all around unlikely (and if she does, just attack the rest of the crew)
Overall
Raven has the highest willpower of any model in the team list at a whopping 8, making her a great caddy for Handcuffs (as does special 4, so she can still do her control stuff at the same time). She also has a lot of ways to heal the crew and herself, through Elemental Magic, Painful Empathy (pull up to 2 blood damage off friendlies and onto herself, gaining +1 attack and defence if she does) and Regeneration. She can pretty reliably put 3-4 counters in special and have uses for them with what she does, and she is definitely a versatile piece in the crew.
Raven's Magic is strong, but she is still only Magic User:3 and will only be able to cast a single spell a turn other than her unique, meaning she isn't as much of a powerhouse as some others in this regard. Her unique spell is also quite excellent, costing only 1MP and needing a 5 or more to go off on 2d6 (quite easy). The penalty is -1 defence until the end of the round if she fails, but with 2 ways to easily increase it on top of the ease in casting the downside is virtually meaningless. It gives her 2 rerolls during her next activation, which is a very effective way to increase her reliability as it works on anything (except blocks, because that's not in her activation).

The main leader of the crew, this Robin is a more offensive and synergistic version of Dick Grayson as compared to Boy Wonder Robin, and he has a ton of very useful traits in this crew.
Offensive
Getting it out of the way early, he has Batlings as a ranged attack. They're ok, but not great, and he won't get too much out of it, but he does have a higher than normal 3 ammo for it which is nice.
His Bo is his primary weapon though, doing a single blood with Reach, Handy and Devastating. It's not bad by itself, but when you add in Cooperative Fighting he becomes blood/stun on it which is great. Cooperative Fighting says that when Robin is fighting an opponent already engaged by a friendly, he adds an extra stun to every dice that deals damage (which means he doesn't actually have to be touching them with his Reach). Rerolls to hit on Dick is pretty standard, while Devastating lets him fish for knockdowns and hope for extra damage, and with his attack 4 strength 4+ he's not bad at doing damage himself. He is definitely a lot worse than Nightwing in combat, but he's still no slouch.
One other nice trait Robin has in this regard is Always on the Move, which means he can interrupt his movement with attacks at any point. This allows him to very easily trigger Cooperative Fighting (especially with Stay in Formation which I will get into later) and can mean he can move to objectives while still threatening models on the way and not sacrificing his own movement.
Defensive
He's a Nightwing with 1 less endurance stat-wise, and defence 4 movement 4 Acrobat is decently tough even at endurance 6 considering his rep cost. He does lack Martial Artist (although in Batfam or BatB this can be purchased) and that should be carefully considered, but overall he is ok enough for his points. A bit of a fragile Boss, but that has to be played around in Titans.
Overall
His dual rank is irrelevant in Titans, because you'll always be choosing him as a Sidekick to cancel Inexperience. The rank is overall not that useful in Brave and the Bold or Bat-Family either, as it changes nothing in Batfam except order of when VP is awarded (which goes in favour of Sidekick still), while in BatB he only loses access to a piece of equipment he wouldn't buy anyway (Hidden Magazine) unless you take another model as a Sidekick (Harvey Dent or Batwoman for example). Most of the time, he will be seen as a Sidekick for these reasons and more, and he's better off as that anyway.
This version of Robin is intended to be highly synergistic with his crew, and this shows in his trait list. Leadership is a nice way to give the crew better chances at passing willpower rolls, Charismatic allows him to bring an extra Free Agent (meaningless in Titans and Batfam but good in BatB) and Detective helps cancel any passes an opponent may have (unlikely unless they also bring a team, but possible with Informer and the like). His big draw in every list though is Stay in Formation, which lets him pull a model with him once per game. It has an 8" range, and the model moves 6", the only downside being that the model moves directly towards him and this can be blocked by obstacles (although this can be played around too as he can trigger it mid-movement for a line of least resistance). Overall a very good ability, especially in Batfam where it will speed up the slower Batmen immensely, although in general it's a great way to trigger Cooperative Fighting.
True Love: Starfire is a nice thematic ability that will probably trigger in games, and bumps him up to a pretty great attack 5 and willpower 7. That's about all that can be said about it, I wouldn't hire Starfire with the sole intention of triggering it (or vice versa) but it is useful when it comes into play.

One of the heavier hitters in the crew, Starfire does a lot of damage but is pretty fragile. She's a great mobile threat though, and can do good work in the crew.
Offensive
Starfire has 2 ways of damaging opponents, both very good.
Her ranged attack is a RoF2 Beam, that does 2 blood at Medium Range which is quite good. The fact she has 2 ammo and a -2 to Ping with this damage is insane for $0, and Crit Fire is a nice effect when it happens (although that won't be often)
In melee she is attack 4 strength 2+ which already smacks of punching, but then you add Steel Hands. Triple stun damage and built in Push on her hits she will pretty easily stack damage on things, but with no bonuses to hit she isn't super reliable in what she does outside of nuking lower defence models.
Defensive
She is similar to Damian Wayne in her glass cannon statline, but she replaces Acrobat with Invulnerability:1. Being immune to Casualty effects is good, but the 1 damage each turn she prevents doesn't offset the loss of Dodge in terms of staying alive, and she takes 3 double blood hits and she will be dead straight through Invulnerability anyway.
Overall
Starfire is quick, at movement 3 with Fly she can get where she needs to be. True Love: Dick Grayson is something that is actually relevant with Dick being an excellent choice in the team, and if he does die (something not unlikely) Starfire becomes a willpower 7 attack 5 monster. Safe Hands is ok on her, but largely not that relevant because of the general lack of steal in the game. Willpower 6 is fairly standard in Titans, and she is a worthy target for Inexperience, but she has good enough uses for her counters that it's not a huge loss when she does get hit with it (and there are certainly stronger options you want to take counters off)
Starfire is also special 4 for whatever reason. She will never use more than 2 in any given turn (Fly and Arrest, because she has Push built in and Grab is useless on her) so having an extra one is really not useful, but it's there.

Other options
Titans have a lot of other things to play around with, namely the Robins (many of whom I have already covered specifically in Titans or just elsewhere) who are very good options. Boy Wonder Robin is largely overshadowed by the newer Grayson Robin, but is still much better control, while Nightwing is always excellent and Damian, despite severely suffering from Inexperience in this list, is still a good cheap damage dealer same as in Batfam. The 2 Batgirls in Standard (Rebirth and New 52) are both also good options in the team, but Rebirth suffers a lot by being a Free Agent and thus New 52 Batgirl is the better option being a Sidekick (and both cheap and survivable on top of that). Like in Batfam, Batgirl makes a great Arrest piece with her stats.

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