Friday, 19 July 2019

Zatanna- Model Review

The second Brave and the Bold Magic user I've covered (first one being Raven in my Teen Titans review) and this one is hands down my favourite to use. Zatanna is just a blast to play (and that really is her playstyle- blasting) and although she may be a tough model in terms of damage output, the meta has largely caught up to Magic users in general and I feel like Zatanna is now fairly balanced in the greater scheme of things.
Artwork from the great BTAS poster series by George Caltsoudas. Some great art in there and a few will work well scaled down on terrain or on bases

Offensive
Zatanna is an offensive blaster, and her kit is based mostly around dealing a stack of damage to enemy models. Between the regular Elemental Bolt and Eldritch Bolt she can choose to put out 6 blood damage onto an enemy with her magic (for 6MP and 2 tests, both now allowing Ping and Dodge which is a pretty fair tradeoff). The low range of these spells is somewhat offset by Distort Magic giving an extra range extension to it (which you can use to make it ignore Ping if placed right) and helps to extend her threat range more.
As a ranged attack Pyrokinesis Bolts are firmly ok, but they do have a lot of potential in their damage spread (5 blood max on one model or 3 each on 2). Like the rest of her tricks it's short ranged, and needing 5s to wound is rough (but manageable) but they just help maximise her offensive potential and spread out tons of damage. They're also Light so she can use them as a pseudo-melee attack if someone closes in, and Throwing so she can move and shoot with no penalties.
Her Eldritch trait not only lets her use the excellent Eldritch spells, it also gives her a once per game +1 to her attack value for the round. This is pretty much useless however as she has no other bonuses to her melee and has everything she needs to just blast away from range.
Defensive
There's not much to say here, she has a fairly average defence 4 endurance 7, just with Hover to keep her very safe against melee attacks. If guns are locked down, she can very easily rely on Hover plus a few blocks to keep her safe. Safe Hands also leaves her immune to Steal which is nice, but ultimately not all that common to come into play anyway.
Eldritch Magic gives her the Force Field spell which while useful, is probably better spent on just attacking things or healing as it still won't save her from being KO (it does make her immune to Coup de Grace, but the next turn she will still likely die anyway).
Overall
Being a Magic user (and at Magical Power:6 a quite impressive one) she has all the healing and effect clearing that is standard. With Divination she can choose once per game to reroll a single die and can choose either result which is great to make her more consistent and reliable in game, while Homo Magi gives her a +1 willpower when she takes Magical tests putting her at effectively willpower 9 for them.
Divination gives her a couple of very good buff spells as well in Precognition and Guided Hands, giving a single reroll and a +1 to hit respectively (great combo with Assault Rifles for example). Both are immensely useful in using Zatanna as a buff piece to add to her offence (casting one of them doesn't prevent her from also doing a Bolt spell as well) so is a great piece in her toolkit.
Unique Spell- Tropelet
Her unique spell is a teleport (the spell name is teleport backwards, reflecting her magic style) that is once per game and costs 4 Magic Points. It lets Zatanna place up to 16" away from her position (which with Distort Magic can be an effective 20", 2" more than if she just spent the MC to move). It's a great way in BatB to easily reach the Batsignal or just any objective, or to get her into the fray alongside other fast models (Nightwing, Green Arrow, Flash for example). It won't be used all the time, but it will still be useful when it needs to be.

3 comments:

  1. Might I recommend Jason Blood as your next BatB model review?

    I've been very impressed with him recently thanks primarily to his personal spell Protection from Evil. This makes him great in a more ranged focused Gordon crew in protecting your long ranged guns from being punched down by fast melee models while being a good objective controller in matches where you're the aggressor. On top of that he has the usual magic healing/damage options and Occultism for even better support/defense.

    Gordon even tends to have the model count (at least in Eternal) to make Etrigan showing up a pretty reasonable possibility which is fun and adds a very unusual piece to the line up.

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    1. Hi, Jason is coming as part of a combined post with Constantine and Swamp Thing for the 80s theme, but not for a little while. I'm taking a bit of a break from writing at the moment, but Jason will be the first new thing to come out

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    2. Cool. I look forward to it. I'll be very interested to hear what your thoughts are on Swamp Thing. I have a very hard time justifying him in lists thanks to his massive rep cost and Free Agent status. The old Swamp Thing could at least fill in as an Ivy crew Boss at times (pretty much the only time I took him) but the new one doesn't have that luxury. The new Green Magic is all well and good but when he needs to be run alongside a pricey Boss? It's a bit too rich for my blood (that said, I've always favored many henchmen over few "heroes" so I know I'm bias).

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