Showing posts with label Flash. Show all posts
Showing posts with label Flash. Show all posts

Monday, 18 March 2019

Team Arrow- Overview and my favourite options

Welcome back all, to another team overview. I've previously covered Suicide Squad and Birds of Prey in team overviews, and this time I've decided to continue with Team Arrow. Many of these models I've already discussed, but I really enjoy playing this team and I think they definitely have what it takes to be considered a competitive crew.


Team Rules
Team Arrow have a few unique rules, both bonuses and downsides, which all play very nicely with what is in the crew.
Perfect Planning... is a slightly smaller benefit for the team, but it forces an opponent to deploy their entire crew before the Team Arrow crew, with the exception of Hidden and Undercover. This allows a Team Arrow player to deploy reactively and be able to determine what angles they are going to take earlier in the game, and is effectively giving them a free Ambush strategy (right down to an opponent's Ambush cancelling this). It also allows a single model per round to spend a pass counter in their activation to reallocate 3 counters, in effect giving them something in between Veteran and Trickster in its use. This is also very good, as it again plays into the reactive nature of Team Arrow and lets you make decisions based on the board state.
...Bad Choices is the downside to Perfect Planning, meaning Team Arrow cannot pass more than once consecutively. It isn't great, but it's minor enough with the options in the crew that it doesn't outweigh the positives at all.
Technological Support is the big one. This is the best special rule for a Team Arrow team, and gives the Multitask trait to a single model in the crew after deployment. Some models are restricted from taking the Fighter option (most importantly Speedsters because that would be busted, but mainly models with attack or defence 5, or that have Adaptable) but the other options on Multitask are still available to these. Fighter is as always the best option to take, and on a great deal of attack 4/ defence 4 models in the crew is a must have, but the others have their situational uses as well depending on your list.

Equipment
The 3 equipment options in a Team Arrow list will pretty much always see play, and are all well worth taking. They all play into the primarily ranged based team, and help with shooting more than anything else.
Magazine is pretty standard, extra ammunition to one weapon. Slightly more costly than normal at $250, but you'll usually have space for at least one anyway.
Red Dot is probably the best piece of equipment in this list, and if you're not taking it you have to have a very good reason. Giving rerolls to hit on some great ranged weapons adds a little bit extra consistency, and with the lower amount of models and shots in the crew anything helps. Giving it to Captain Cold, Harry or any other good damage gun piece is invaluable, even for $300
Tactical Gloves is an upgrade for Green Arrow only, and gives him Reinforced Gloves. Same as he gets in Brave and the Bold, it can be a great cheap way of giving him a little bit more punch when he needs it. Not always going to be useful, but for how cheap it is why wouldn't you take it if you had leftover funding?

Strategies
Team Arrow have 2 unique Strategies available to them on top of normal options, and both are very good.
Archer in the Dark only works on 2 models in the crew (Green Arrow and Malcolm Merlyn) but what it does for these models is very helpful. Being able to place 6" after shooting their ranged weapons lets them relocate very easily, and for only 1 strategy point has a lot of janky potential in its applications. You are able to move with them to get into a good shooting position, then shoot an opponent before placing back into a position of safety (or back to ammo for next turn). The strategy is only one use, but that one use is almost always guaranteed to be valuable and as such should be taken most of the time (unless of course you don't have Green Arrow or Merlyn in your list)
The Hunter's Hour is excellent. The extra 4 inches it gives on vision range helps with keeping your own stuff safe, and the amount of Beam weapons in the crew means you don't even really care about the high likelihood of pings at this distance. It also lets you shoot earlier in the game than normal, which combined with the ability to very easily deploy reactively lets you take control of the flow of the game from very early. Awesome combo with Green Arrow too, who can jump around from 16 inches away and pop very reliable shots onto whatever he needs to.

What kind of Team Arrow review would this be if I didn't talk about Green Arrow. The lynchpin of the crew thematically (although not 100% necessary in gameplay terms), Green Arrow is an excellent ranged attack piece and obviously plays right into every benefit this crew has. In this review I will be talking specifically about the 2 versions above (Miller and New 52 comic) but any Green Arrow can slot into this team and work well.
Offensive
Green Arrow is a shooting model through and through, something which is true of every version. They all have traits related to helping them shoot better, and all have a "regular" Arrow profile of Mechanic, Aim and 2 Blood. Each version also has their own trick arrow with its own extra bonuses to further differentiate them, and they are all quite good. It has to be said, whenever a trick arrow doesn't have One Use in the profile, it should always be bought a Magazine as equipment to give it a second one, because the utility is just too good.
Miller Arrow is actually the most different in terms of weaponry, as his regular Arrow profile does more damage per shot (3 blood vs 2 otherwise) and at ammo 3 he will be shooting for a while. This comes at the expense of not having Rapid Fire to shoot more than one a turn, but with having Good Aim and Ranged Master for +2 to hit (with an easy reroll on top from Red Dot) he is quite reliably hitting models when he wants to. Even defence 5 should fear this, and that's even before we talk about his trick arrow. While not having it's intended purpose just yet, the Kryptonite Arrow is good purely for being a single shot with 4 blood, letting him very easily damage weaker henchmen and possibly even outright kill in many circumstances. For 75 rep he is definitely a worthwhile option in terms of offensive capabilities.
New 52 Arrow is significantly more expensive at 117 rep, but his cost is well worth the investment. Rapid Fire, Good Aim and Master Marksman means he will be doing very reliable amounts of damage whenever he needs to, while having the usual 3 ammo on his regular Arrow so he can keep doing what he does best until he can get to an ammo (or keeping him less tied down by ammo). His trick arrow is the same as his regular one in terms of damage and traits, although with the always great Stun attached. With how easily he can hit, he is almost guaranteeing shutting down a model for that turn and likely protecting his crew from a big threat (or setting it up to get hit by Hawkman or Hawkgirl) and this is only better on his melee as well. With Technique he will likely be Paralysing models on damage, and although he has no benefits in this regard he can still use it where necessary, likely pairing it with Adaptable for attack 5
Defensive
Every version of Green Arrow is defence 4 and either endurance 7 or 8, which is good while not being especially amazing(that is to say, he needs an investment to kill but it won't take the whole game). They are also all Acrobats with just their movement stats differing from each other, ranging from 2 on Miller (so not likely to Dodge at all) to the quite impressive 4 on New 52 and TV Arrows (66% chance to pass Dodges).
Miller Arrow has the great benefit of Desensitised which means he won't lose counters from damage at all, but with the downside of having One-Armed, giving him a -1 to all block rolls. This is not huge on Arrow though, because he will usually be zipping around the edges of a fight early-mid game so won't be needing to block very often.
New 52 Arrow has a combination of an awesome statline with also having some great defensive traits to play with. Adaptable is usually going to be in defence, putting it at the excellent defence 5, but the option is there to put it into movement or attack as well. Movement is not great, as 5 counters in movement just means he's overextended and probably going to get hurt (it makes Dodges easier, but you need to be hit to Dodge and so defence 5 is still better in this regard) and attack 5 lets him punch things easier with his Reinforced Gloves upgrade. It is still almost always worth putting it into defence however, just to keep him alive. He also has Hardened, which turns a single blood into stun every turn and lets him shake more damage, and Stealth, making him harder to see to shoot at (combine this with Hunter's Hour for best results), but his biggest benefit is his Sidekick rank, which means he is giving up less VP in the event he does die in game.
Overall
Green Arrow doesn't have too much in the way of special abilities that don't help in a fight. Affinity Batman on Miller Arrow is nice, but irrelevant in Team Arrow, and otherwise there's nothing really to speak of in this regard. All but Animated have Batclaws and can move quickly, but that's about it.


So we've discussed Green Arrow, and now we've got someone who's traditionally been his begrudging ally and a definite frenemy when it comes to the methods of heroism, Hawkman. Despite the pair not being the greatest of friends (in fact Hawkman is only in here because of Legends of Tomorrow rather than an Arrow connection), Hawkman complements Green Arrow's playstyle perfectly, bringing a brutal melee character to pair with GA's primarily ranged presence. Hawkman is also one of the best models to take the Fighter option of Multitask on, as he becomes a flying beatstick with attack and defence 5 on top of his already impressive kit.
Offensive
Hawkman is a primarily melee based model, and somewhat straightforward, although he does have a sneaky little trick in Team Arrow. His Nth Metal Mace does blood/stun and is Handy, which at attack 4 and strength 3+ means he is doing great amounts of damage(but not one-shotting the biggest guys), although it does also have Magic, which is handy for the Invulnerable models in the game (and also demolishes Deadman). This is only made better by becoming attack 5 with the Fighter upgrade from Multitask, making him harder to block and just having more attacks. In looking at this it may seem like the Claws part of Fighter is wasted, but that's where you have to factor in Savage Fighter. +1 to hit on a Push attack is great, and while in 2nd Edition BMG you have to be unarmed to Push, Hawkman now having a way to get Claws means he can be a reliable way to deal with rooftop campers, or just to clear off objectives while keeping decent damage. In Brave and the Bold he is still a great Batsignal piece, but somewhat overshadowed by cheaper options, while in Team Arrow he is well worth the cost for the toolkit he brings as opposed to some others.
Defensive
Hawkman is relatively standard in terms of his points cost, but he has a few nice little tricks that can help out a lot. Endurance 9 is great, and with Hardened means even an Assault Rifle can't one shot him (it will still knock him out, but then he has the potential to get back up). Fire Immunity is helpful in certain situations as well, but the greatest thing he has for defence is Hover. For 1SC it means he is only hit on 6s in combat, and although it does have a downside vs ranged attacks you can quite easily decide when it's worth using Hover and when it isn't. In a Team Arrow crew use your ranged pieces to quickly take out guns, then Hover to your heart's content with Hawkman to have a very tough threat.
Overall
Fly and Flying High are both great at mitigating his lower movement speed, both to keep up with the fast members of Team Arrow (GA and Flash mainly) and to relocate wherever he is needed and put out damage. Teamwork 2 with Hawkgirl isn't hugely useful as they're both likely to be doing their own thing with their counters, but it is potentially also very good if they're both on the table and near each other.


The other half of the Hawk pair, Hawkgirl is a bit more of a finesse piece to Hawkman's blunt object. Like Hawkman, she is an excellent choice for the Fighter upgrade, and honestly arguably better with it than Hawkman is for 10 rep less. 
Offensive
Same melee weapon as Hawkman without any fancy damage abilities, but she has a lower attack stat as standard, which hurts a bit. However, she also has two big abilities to help her out in combat in the form of Unstoppable and Weapon Master, which means she has a +1 to hit on top of Handy and for a special counter can make an opponent need to block twice to prevent each strike, ensuring usually at least one hit will go through. When she gets given Fighter, however, she becomes attack 4, which means she is pretty reliably putting out a ton of hurt while she is very hard to block consistently. 
Defensive
Like Hawkman she has Hover and Fire Immunity, meaning she is potentially quite annoying to take out, but she does have 2 less endurance than Hawkman. Hawkgirl really shines though when she is given the Fighter upgrade from Multitask (just like Hawkman) and she becomes defence 5, making her very hard to hit (although still weaker than Hawkman)
Overall
Just like Hawkman, she has Fly, Flying High and Teamwork 2(although to Hawkman instead of Hawkgirl obviously). She does, however, have an extra movement, which means she is able to move around faster and get where she needs to be. Otherwise there isn't much to be said in this regard. 


Additional mentions
This team list also contains a lot of models I've already discussed, and pretty much all of these I like very much in Team Arrow as well.
The Flash is a great addition to the team, and like I have discussed before the DCEU or CW Flashes both bring a lot to play in any crew, something which stays true in Team Arrow.
Both Harry and Captain Cold bring reliable guns with extra strategy points, which plays right into the Hunter's Hour strategy (and both love Red Dot) while being relatively cheaper options to use, while Diggle and Heatwave are always good at their job (and can be even better with Multitask, especially Heatwave).
Katana gives some much needed melee in what is largely a shooting based team list, and has the great combination of speed and damage to be very useful exactly where she needs to be.
Huntress is a great opening piece as well, being able to put early pressure on an opponent while the rest of the crew advances into shooting range, and with Hunter's Hour she can protect herself relatively easily while she does this from a longer range 

Monday, 24 December 2018

Battle Report- Brave and the Bold (Batfleck/Ezra Flash) vs new Bane

Hi everyone, after a bit of a break in posting I'm back with something else new! The newest set of releases has been done to death from all the BMG podcasts (give them a listen, they're worth it) and I don't really have anything to add there, but I do have a battle report of a game I played early last week against the new Bane. I took my Batfleck and Ezra Flash list identical to how it is in that list discussion, and the Bane list was as follows. My opponent is somewhat newer to Rebirth Bane, and in this game is trying a few different things to get a handle on how the crew runs in general.

Bane Crew
Reputation: 343/350
Funding: 1500$/1500$

[Boss][L] Bane (Rebirth) [161/0$]
[F] Captain Boomerang (Suicide Squad) [48/200$]
[F] Slipknot (Suicide Squad) [42/200$]
[H] Dreadnought Op [44/0$]
-Venom Dose [0/100$]
-Grapple-gun [0/300$]
[H] Clover [30/300$]
[H] Prisoner 04211 [18/400$]

The list is based around damage for the most part, and a combination of solid Free Agents with the staying power of Bane. Slipknot's use is obvious, Boomerang is there because he is value and can put out some good damage. The original intention was for Bane to move up through sewers with Boomerang and Slipknot as backup, while the henchmen sat back and protected my Batsignal. Dreadnought is in there to put out fires as they rise, with his potential mobility and damage.

Setup
Scenario was Patrol, and for I Will Break You Bane chose Close Combat Master and One of the Boys (consistency is the reason for this, the rerolls are great). As far as strategies went, I took Change of Plans on my Medical Supplies and Police Training for cheaper Arrest, while my opponent took Sewer Maps, Titan Container Located and Patrol on Bane. 
As in the photo, deployment was pretty much deploying as far forward as possible. Clover and carbine prisoner sat on the roof because it was an obvious Batsignal position, and Bane in range of a sewer. 

Turn 1
Mostly just movement, although on last activation of the turn Bane popped up out of the sewers in base contact with Lerida. No attacking happened this turn, but I knew that I was in a bad position next turn, where Bane could do any number of horrible things to my crew. 1-0 Bane's way because of the Batsignal.
Turn 2
Bane wins activation, Lerida gets knocked out and Bane retreats through the sewers. Flash has run up the board by this point, and in retaliation knocks out Boomerang, only to witness some amazing carbine rolling (and failed dodges) to take 3 blood and 2 stun. Otherwise nothing remarkable occurs, it's 3-4 Bane's way at this point.
This second photo is actually the board state after the turn 3 Speed Force phase, but is mostly unchanged from end of turn 2
Turn 3
Barry begins the turn by using Speed Force to heal some damage, and then zipping around to keep himself safe for a turn. Dreadnought gets shot at by every gun I have left on my henchmen, but being on Titan this turn saves him from most of the damage. Batman grapples up and does 4 stun to Clover, while carbine prisoner moves to protect my objectives and stripper cop uses the sewer to get near Boomerang for an arrest. Bane and Slipknot sewer next to Lerida, their objectives are completely unprotected. Points don't shift very much this turn, it stays at 3-5 to Bane.
Turn 4
Speed Force now puts me in a position to claim all my objectives this turn, but my opponent activates first. Because Lerida is guaranteed to be arrested, he decides to activate Gustaf first and put shots into stripper cop, which succeeds in knocking her out. After this Dreadnought gets KO and then arrested, Gustaf gets KO by Flash (and then Flash claims my objectives) and Clover gets KO by Batman before he turns the Batsignal on. Slipknot arrests Lerida and Bane moves to his objectives. Score is now heating up, and this turn ends on 16-12 my way. Boomerang wakes up at this stage but nothing else


Turn 5
This turn not much happens, other than Boomerang getting KO again and then arrested everyone just sits on objectives. Bane can't really move off his because I will score too much against him otherwise and so is now playing to score as close to me as possible. Gustaf and Clover both wake up this turn, and Flash has now pretty much healed all his damage off from earlier in the game. Score is 26-20 my way.

Turn 6
Again not much to be said about this turn, Gustaf gets KO and then arrested but that's all that happens. Clover runs away and I don't chase, Bane and Slipknot remain on their side of the board. Game ends with both of us scoring Diversion, so game ends on 41-31 my way.

My thoughts on Bane and the list
The list on paper is quite solid, with a lot of models that I personally like a lot and think are individually very good. However, the low model count of a Bane crew doesn't seem to mesh as well as a Brave and the Bold crew does, or a few others for that matter, and there are a few things that seem a bit off. My opponent learned a lot from our game, and I'm sure that he will play significantly tougher next game we play, but we agreed that the crew lacked staying power. Slipknot will remain, but I think Boomerang, as amazing as he is, is too much of an investment in the crew when points are already wrapped up in Bane and Slipknot. Once the new Batbox does actually arrive it will be a great help to Bane, mostly just because the 2 new henchmen fill some great roles for the crew. Bane himself is now really a force to reckoned with, but at his points cost the crew has to have very specific jobs in what everything does, and has to have a bit of overlap in terms of roles IMO. His new support capability is much needed, and his personal buffs are amazing but he, like Brave and the Bold, suffers in Standard Batmatch due to an abundance of expensive options and not so many cheap ones.

Follow-up 1 week later
This game was obviously a great learning experience for my opponent, because at a tournament over the weekend he won after 2 good wins (one against myself after I decided not to play my cheesiest list that game) and an almost unavoidable loss against AK Riddler (while demolishing the crew, he couldn't move quickly enough to counter all the VP). The list was built differently, but it covered all the bases and was an absolute monster to face, being both quick (movement 3 across the board!) and deadly (cause Bane, duh). After seeing this, I think Bane is in a great spot even in standard, and once the Batbox is out he's only better. 

Wednesday, 7 November 2018

List discussion- Brave and the Bold, Batfleck/Ezra Flash

Hi everyone, branching out a bit more with a discussion on a list I have had a good deal of success with, so people can get to know my playstyle and list preferences a bit more. This one is a bit of a low model count list at 6 models, but I've managed to get a lot of wins with this against a variety of crews, and placed 2nd in a 17 player tournament earlier this year with a variation on this.

The Brave And The Bold Crew

Models: 6
Reputation: 348/350
Funding: 1500$/1500$

[Boss][L] Batman (Ben Affleck) [125/0$]

[F] The Flash [118/100$]

[H] Gotham Policewoman [14/0$]

[H] Quick Response Team 2 [33/350$]
-Whistle [0/200$]

[H] Lerida [36/450$]
-SWAT Special Training [0/100$]
-Whistle [0/200$]

[H] Arkham Guard 3 [22/100$]

This was originally intended as a somewhat more themed list, with both heroes being from Justice League and the DCEU. Batfleck is somewhat of a default model for me, as I find him to be the Batman I most enjoy using the most, and I simply wanted to use Flash, who was brand new when I wrote this list. The basic idea is using Batman and the guns as both hammer and anvil, with Flash running interference and scoring early VP. An alternate version of this list (and the one I took to the tournament I discuss below) is replacing Arkham Guard 3 with Arkham Guard 1, and giving Batman the Upgraded Batsuit. It lets Batman survive better, but loses out on ranged damage a bit. I have found the Riot Gun not always useful, but it comes more in handy early game than Arkham Guard 1. 
Batman
Batman in here is the brawler, made to get stuck in with the enemy crew and punch up threats. Sustained Defence lets him block a hell of a lot, and in centre focused games he can just plod around with 4 attack and 4 defence to punch out what he needs to.
Flash
Flash's role in this list I've pretty much gone over in my Speedster article, but he is there to quickly grab and defend objectives turn 1/2, then when the cops catch up he runs around and knocks out henchmen. 
QRT2/Lerida
They shoot things, and they whistle things. Camped on an ammo, or hunting around one, they can put out a ton of damage. Also shutting things down for Batman and Flash to get to, these 2 make almost every list I play. Lerida is also here to do as much damage as possible to higher defence models with SWAT Training, and even defence 5 models will be hit on 2s. 
Policewoman/Arkham Guard 3
As I keep repeating, Moral Compass on Flash is something you need to play around as much as possible. My other henchmen do blood damage in spades, so no issue there, but I still needed to make up Arrests to remove KO models. That's what these 2 are for, with the Policewoman being an amazing budget option for 14 rep, both in objective defence and in arresting, and the Arkham Guard arresting but also can pop off some more stun with his Riot Gun. 

This list I took to Clash of the Titans 2018 in Sydney, Australia, and I ended up coming 2nd overall. This tournament had all 3 scenarios based around the centre of the table, so I knew that shorter/medium ranged guns and brawlers would be highly effective in this regard. All 3 games I took Change of Plans and Police Training as strategies, based around scoring as quickly and efficiently as possible and making my arrests as efficient as possible, using Medical Supplies, Ammo and the Batsignal. This let me easily sit on 9VP a turn and wait out the rest, giving the opportunity to just rely on them having to come to me to not be outscored.
Game 1 I was against Secret Six, and managed to have Flash fight off Catman on my flank every turn of the game (through beams and pushes) to sit quite comfortably on 6VP, while in the middle of the board the rest of my crew had a somewhat tougher fight against the rest of the crew. Here my VP gain was just too much, and I was able to in return contest objectives for long enough to get a convincing victory.
Game 2 I was against a Green Arrow crew that I had some experience against beforehand, so I knew how to best deal with what I faced. Again my cops sat back on objectives to score as many VP as possible early, but this time one of my objectives was in his deployment zone, so I had to send Flash up to deal with that. He managed to survive the onslaught for long enough, and my opponent sending almost all his threat to deal with Flash led to me being able to mop up around his own objectives. It came out to be another minor win by Batmatch, but only by a very small margin at this point
Game 3 I was at the top table, and I already expected a bloodbath. I was up against the reigning champion and his Black Mask crew. This scenario we had to split our crews in half for deployment, so I was already fighting a losing battle, but I was pretty much just picked apart. A lucky turn 1 Batsignal on a 12" high building saved me from humiliation, with Flash managing to hold out long enough to score some more VP, but it ended up in a minor loss to me. It did, however, still put me ahead of 3rd place in VP count, so I still managed to come in at 2nd place at the end of the day.

All in all, I very much enjoy using this crew, and I find that it has a lot of teeth in terms of competitiveness. It may struggle against some faster and higher damage hordes, but in general the basic strategy holds solid.

Tuesday, 21 August 2018

The role of Speedsters in Brave and the Bold- some thoughts

Hello all, today I have a piece on my opinions on how to use Speedsters in the Brave and the Bold.
Speedster rules
The Speedster rules in general are a slightly different system to normal, as they provide extra abilities on top of the standard. The Speedster rule gives +2 BMD to a model, which stacks with the Fast they all have to give an 8” basic move and allows them to use Speed Force powers. I personally find that the powers with no paradox, or a 6+, to be the only ones worth using in most cases, although they all have situational use. Many Brave and the Bold Speedsters also have Speed Force Master, allowing them to bank 2 of their Speed Force counters and spend them as normal counters during the turn. They are unable to be blocked unless they are attacking another Speedster, which may make them look like great beaters, however they have no bonuses to hit and are strength 4+ or less in Brave and the Bold, requiring the Muscle Growth power (1 SFC, no paradox) to get +1 strength.
Role of Speedsters
In general, Speedsters are very good at objective grabbing, due to high speed and defence, but they can hold their own in most cases. In terms of hitting, with Speed Force Master they can potentially throw out 10 unblockable attacks a turn (Fast Combo for 1SFC, 3AC and 2SFC as AC), most at 3+ strength with Muscle Growth. They are best suited to hitting weak henchmen , as they can easily hit in that case, and they shouldn't be used as dedicated attack pieces. Their basic role is to be annoying, tying up the opponent and swinging VP (by claiming yours or denying the opponents). They can shut down single guns very well through Rapid Disarm, and they can tank relatively well through some of their other powers. While they aren't as oppressive as Magic users, they can do a great job of being a piece that's hard to handle on the table, and one that shouldn't be ignored. One big thing to remember is their Too Tired! rule, where if they have no counters they are at -1 defence, and none of them have native Martial Artist so they are prone to outnumbering. With this in mind, one must avoid Enervating at all costs, and manage their counters to maximise Speedster effectiveness.
Barry Allen and Moral Compass
All versions of Barry Allen have Moral Compass as a big negative trait, meaning you cannot use the Coup de Grace rule when he is on the table and not KO. This in Brave and the Bold means you need to either maximise blood damage or arrests, preferably both at once. If you don't do this, you will likely find yourself not being able to keep models out of the game, and find the damage you do deal will be mostly average because any bigger target will just get up and keep going. It's an easy trait to play around, Gotham Policewoman being an autotake with any Flash and the Arkham Guards being great buys in general.


First up we have Kid Flash, the cheapest Speedster option available in the game at 74 rep. His statline is somewhat lower than many others (he’s the only one not defence 5). At willpower 6 he is fairly standard for his points cost, and can do a good amount standard, but it’s his traits that push it a bit better. Speed Force Master, as mentioned before, lets him spend Speed Force counters as normal AC, so he can find himself at effective willpower 8 in some situations. 
Offensively
Bart is nothing special in terms of offence, he can put out the same amount of dice as any other BatB Speedster but at a lower strength. Where he really shines in this regard, however, is as a control piece, with his unique Speed Force power. Vibration Wave can potentially knock down a large amount of models, especially in crews with low movement henchmen, setting your crew up for whatever purpose you want. Against low agility, high defence characters, this power is incredibly useful, especially if you have first activation, because you can knock them down and negate the high defence for at least an activation. However, this power is especially unreliable, as it has a 5+ paradox and requires the opponent to fail agility rolls. I would recommend only using it when the chance of gaining VP from it is greater than any potential downside for it, because it is a risky power to pull off.
Defensively
Despite being at a lower defence than any other Speedster in the game, Bart is very effective against guns through his unique traits. Concealment means he can entirely negate ranged attacks, and even if he doesn't he's still movement 4 with Dodge, so he can reliably prevent them. At 5 endurance he is fragile, and one has to be very careful to keep counters on him so he doesn't drop to defence 3, at which point he is a big liability and quite easy to kill. 
Overall
The best role for Bart is an objective sitter by far. He isn't very offensive, preferring to hit weaker henchmen if anything, and he has great tech to just sit and score. Use Change of Plans to put 2 3VP objectives together, run him in and pop Concealment, and defend.
Teen Titans
Bart also has some play into Titans, being on the team list and being a not too bad option for them. Speed Force Master lets him mitigate Inexperience, although other than being fast he doesn't do all too much otherwise (and Titans aren't lacking in fast models).
Next up is the cheapest of the Barry Allen Speedsters, TV Flash. Compared to the other Barry Allens we have, he loses out on endurance and movement, but at a significantly lower points cost. He is a sidekick, meaning he can give henchmen rerolls to Let's Go! (although he will rarely be near enough to use this) and it means he can be a Boss of a crew, meaning you don't need another character to take charge. TV Barry also has 1 lower Speed Force level when compared to the other two versions, meaning he can do less in any one turn, although this is somewhat minor.
Offensively
His attacking is as decidedly average as any other BatB Speedster, but the one thing he does bring is his quite good unique Speed Power. Acting as a short ranged attack that does 1 blood and 2 stun damage, it ignores almost all abilities that defend against ranged attacks (Ping! and Dodge), and at strength 3+ has a good chance of wounding. It is, however, expensive to do, costing 3 of his 5 Speed Force counters and with a 6+ Paradox by the FAQ. It is still very good despite this, just not as amazing as Ezra's ranged threat
Defensively
In terms of raw stats, he is in the middle between the other Flashes and Kid Flash. Having 1 higher defence than Kid Flash is a good probability swing, although the 1 less movement from the Flashes means he isn't dodging quite as easily. Looking at his endurance, at 6 he is right between the 5 of Kid Flash and the 7 of the others, and you're pretty much relying on not getting hit with him. The comparison with Kid Flash becomes unfavourable when you consider Concealment though, as Kid Flash can hide far easier, making TV Flash the more fragile option. Endurance 6 on a Boss is on the lower end as well for this cost, but he is still a good choice, if a little risky
Overall
All things considered, TV Flash is a good budget Barry, and the best option to have a Speedster led crew. With that said, if you are looking for a versatile Speedster who can harass at will, Ezra Miller is likely the better option in almost any case.
After the TV show Flash, now we have the one from the movie. 1 higher endurance and movement than the TV version, they otherwise share many of the same standard traits, with one major exception. This comes at an 18 point/$100 increase, although it is well worth it.
Offensively
This is where Ezra shines, but not hugely. He is still definitely best suited to attacking henchmen and other low defence models, but his attacks are slightly more effective due to his biggest ability- Mixed Combat Style. This allows him (with the right Speed Force powers) to shoot a target with his Kinetic Lightning, then move into combat with any model he can reach and hit them with 10 dice at strength 3+. In terms of raw potential, it is excellent, although no bonuses to hit and potential to dodge the Kinetic Lightning means he is a henchman bully, being able to act with near impunity on them. All his attacks have the Electric trait as well, meaning if he crits the opponent is stunned, leaving them completely shut down for that turn (and usually a safe ignore). His Kinetic Lightning is a Beam, so pings are only on a 6+ against it, but at 2+ strength blood stun the RoF2 is decent enough to harass a great deal of models, especially if Electric triggers.
Defensively
There isn't much to say here, a defence 5 movement 5 model with Dodge speaks for itself. He lacks any specific defensive abilities, but he has enough in raw stats to take a good investment to take out.
Overall
I definitely believe Ezra Flash is the best Speedster in the game, although like all the Flashes the list needs to facilitate him. He is still a great harassment piece, and I feel like everyone should have him as an option in their toolkit.
Last, and probably least, is the comic Flash. The first one released, he has the same statline as Ezra except for 1 higher willpower, and the same traits as both other versions of Barry. This comes at the steep cost of 125 rep, which is not all that incredible when the other Flashes are considered, and unfortunately almost never worth it when other options crew wide are factored in.
Offensively
There is really nothing to cry home about here, he is exactly the same as TV Flash and Ezra, but without any fancy ranged ability or Electric to spice things up.
Defensively
Again, he is the same as Ezra in every regard here, so nothing really special.
Overall
It is probably obvious by now, I am not a fan of this model. I used him pretty heavily when 2nd ed first released, having great success as a boss, but now that Ezra is out I rarely take him. In terms of a crew leader, he is more valuable than TV Flash because he is more survivable, but at the cost of another solid body on the table (one with Arrest to mitigate Moral Compass somewhat) it is a hard choice to make.


EDIT: New TV Flash
With the latest set of releases, we got a new version of TV Flash. All in all he hasn't changed much, but the changes that did get made are quite good. His stat line is identical, as is his unique power, but for the same cost he has now gained Arrest. This helps him a lot in getting around Moral Compass, so is a really great addition to the character.