Showing posts with label List Discussion. Show all posts
Showing posts with label List Discussion. Show all posts

Monday, 27 May 2019

Amazons of Themyscira- Crew review, example lists


With this month's releases, we were given a great "new" team in the Teen Titans, but in this release came someone I am very happy to see in BMG. The Amazons are a part of the DC world that are often largely forgotten about, although they are one of my personal favourite groups, and in BMG they provide a very close experience to a team list.

In general they are Acrobats, with all that comes with that trait, and all benefit from the Amazon trait, giving them +1 to both hit and block, and a -1 to wound for opponents attacking them. This is a very good all-rounder trait that plays to their strengths as a combat based crew, and cannot be dismissed (or forgotten, that would ruin the crew). They are very elite, but their bonuses and killing ability compensates for this.

The 3 henchmen (henchwomen?) for the crew are the Amazon Warriors, all with very similar statlines.
Offensive
Amazon Warrior 1 has a sword to fight with, which is pretty impressive in her hands. With +1 to hit from Amazon, she also rerolls to wound at strength 3+ and doing double blood damage. This, combined with attack 4, means she is pretty reliable at killing most henchmen outright, and even many free agents and sidekicks which is where she really pulls her weight
Amazon Warrior 2 has the same statline as Warrior 1, but replaces her sword with a spear. Still with the +1 to hit, she instead does blood/stun without rerolls, but gets Bleed:2 and Reach to compensate, letting her pick her battles easier and attack from defensive positions.
Amazon Warrior 3 is the ranged option for the crew, and with her bow she plays somewhat like a much cheaper Green Arrow equivalent. Having both Good Aim and Rapid Fire she can move and shoot 2 shots very accurately (+2 to hit between Good Aim and Amazon) doing a potential 4 blood. She has 4 ammo meaning she'll be shooting most of the game (probably until she dies because she can easily reach ammo objectives) and her funding cost is irrelevant as Amazons have no equipment or other options that cost funding.
Defensive
For henchmen, they have impressive statlines in this regard. Endurance 6 can kind of be expected for their price point, but defence 4 on the 2 front line Amazons is really great and helps keep them in the fight for as long as possible.
Outside of Amazon and Acrobat, which are both very useful, there is little to note trait-wise. Amazon Warrior 1 is a Martial Artist, and at defence 4 this is a great thing to have on henchmen, while Amazon Warrior 2 has Combat Flip. This is interesting for a few reasons, as it gives her some sneaky movement opportunities, but is primarily useful in getting her into spots where she can fight with her spear and force opponents to move into her to attack.
Overall
Being the henchmen in an offensive crew, they really are geared to fighting. They've got nothing special outside of combat abilities, but they really don't need it.
The one thing they are somewhat hampered by is their willpower of 5, meaning they won't have enough counters in any turn to do everything they want. This must be played around very carefully as if they get caught out after putting everything into attack, they will probably cop a beating from what's left.

Sidekick/Leader Amazon Traits
Before we go into detail with the models themselves, there are some traits the Amazon Boss options share that can be covered separately.
Amazon Lineage prevents them from taking any non-Amazon model while they are the Boss. This is a simple little fix to stop them taking villain free agents, and to restrict list options if Wonder Woman or Wonder Girl lead a Brave and the Bold crew. This is in effect locking them into taking another leader while they are here, giving them huge native buy-ins before you can start building the rest of your crew
Regeneration is a nice little defensive bonus, helping them heal damage they've taken. 1SC a turn to heal 1 damage is nice, and if they have blood damage on them this is usually not a massively bad thing to do, although it is using counters they could use to keep fighting.
Weapon Master is a nice extra hit bonus on all 3 of the models below, giving them +2 to hit on any target. Hitting anything in the game on a 3+ at worst is huge, and it means they are very dangerous in combat.
Superjump is yet another movement trait for them (you would think being high movement Acrobat is enough) and is really just a nice extra bit of counter efficiency. For 2MC and 1SC it allows you to place 8" in any direction, and really using 3 counters to move 8" instead of 4 counters, that's another counter to spend elsewhere. It lets them get up and around buildings far easier as well, which is invaluable with how populated boards are likely to be.
Bracelets of Submission is a trait shared by Wonder Woman and Wonder Girl, giving them some extra ranged protection. In effect a single free Dodge roll every turn, it lets them take an agility roll against a ranged attack when they get hit the first time each turn. If passed (which is a 66% chance, so likely) the hit is cancelled (but only one hit) and then it goes to proper Dodge/Ping/Bodyguard etc. It's great for counter efficiency, and stacked with Shield for a free Ping! the Wonder pair are very bullet resistant.

The newest Amazon care of the Teen Titans box, Donna Troy brings a lot of interesting things to play and is easily one of the most exciting of the new releases. 
Offensive
Donna hits hard. It's that simple. +2 to hit on her sword, strength 3 with rerolls and attack 4 means she doesn't really hit much harder than Amazon Warrior 1, but the extra +1 is very helpful. Reinforced Gloves is ok but quite frankly useless unless both her weapons are stolen (the shield does the same but rolls 2 crit die) and her shield is alright but not as good as the sword. 
Her one big thing of note is the Lasso of Persuasion, a unique trait for her. For 2AC she can choose an enemy in 2" to suffer the Hypnotise effect, which can be a great way to not only remove a threat to your crew, but add a bit of extra power to yours. Mind control in either an Amazon or Teen Titans crew is very good, and in Titans can be paired with Raven to reduce the chance of them passing. 
Defensive
Like I mentioned above, Donna is hard to shoot. Layered defences of the Bracelets, Dodge and Ping means she isn't likely to be shot outside of expensive combos, while she is also a Martial Artist at defence 4. Wherever she is, she will take a bit of work to take down and at endurance 8 with Regeneration it's pretty reliable she can hang around. 
In Teen Titans she combos especially well with Raven and Dove, who can both heal her very quickly when she has taken damage, while also not being especially easy to wound themselves. 
Overall
There's nothing really left to mention now. Like the other Amazons, Donna is all about combat and doesn't have anything outside of that. 
Teen Titans
Consider everything I mentioned above, but with one less token. As long as Donna is alive she is preventing an Inexperience counter from being in play, but as long as any exist she is going to be the first one losing a counter. Her points cost also makes it all but impossible to do anything higher than a 5 model list, so locked into only getting 60 free rep from the team rules. 
It is important to note that she does have access to Living Legend in that team though. This should always go on her if she's in the list, because she is just amazing with it that one Moment of Glory. 
Brave and the Bold
Donna picks up the Legend rank in BatB, making her worth a whopping 10VP when killed (6 on KO is also huge). Combined with this is the fact she can't any other model if she leads Brave and the Bold crews, and you have a model that has a lot stacked against her as a balancing mechanism. She's still good, but at the same time substantially worse than in the other 2 lists she can be in. 

Queen Hippolyta is the only Leader option available to Amazons, and is an expensive powerhouse.
Offensive
About the same as Donna, except she has attack 5 and strength 2+. This means she's hard to block and wounds very easily. Reinforced Gloves is there, but like Donna isn't really relevant because the sword is flat out better.
Defensive
While she lacks the amazing ranged protection of Donna or Diana, Hippolyta has some interesting other tricks that keep her in the game. Sturdy means she only loses counters for every 3 damage she takes, and with endurance 11 she will be taking a beating before she goes down and can continue fighting easily. Martial Artist is pretty standard to the crew, but is also good to note.
Overall
The only Amazon to have crew buffs, Hippolyta is a great support piece for the rest of the crew. With Grand Strategist you can dictate your terms before the game starts, choosing strategies to benefit your crew, and Leadership helps against anything that forces willpower rolls, which is a godsend in a crew that is majority willpower 5.
Her willpower of 9 is also something that is very useful for her, as it means she is both versatile in game and all but immune to mind control effects. While she has a fairly standard spread of stats otherwise, her willpower is what makes them really shine in general.

The last piece I'll add, Wonder Woman is currently an Eternal model but is also the only one, so she's here for completeness' sake. A very, very strong model offset by her super high cost, Wonder Woman is really just a (significantly) stronger version of Donna Troy in her rules.
Offensive
Her sword is majority of the time almost exactly the same as Queen Hippolyta, changing when her opponents are specific kinds of models. When a model has an armour trait Diana always wounds 1 better because of strength 1+, and for things with Ghost or Invulnerable Diana straight up removes and ignores those with any of her attacks care of Godkiller.
The magic shield weapon is the same as Donna Troy's shield (read- better than using Reinforced Gloves) just with a different name.
Her Lasso of Hestia is very worthwhile in setting up a second activation attack with Living Legend, as although it has low damage at only 1 stun, Stun as an effect can set her up for a second round of complete carnage against her opponent. It forces the opponent to make block rolls against it, as if they don't they can't spend counters period, and at attack 5 she isn't easy to block either, meaning she is fairly often doing this. The only downside to it is that it is single use, meaning you have to guarantee the target is worth using it on (so basically, more expensive models that will return a lot of VP)
Defensive
Defensively she is almost exactly the same as Donna Troy, save for having endurance 10 instead of 8. It means most of the time she needs an extra dice to take out, and most things attack 4 and below can't get a lucky one shot on her (and neither can assault rifles, not that they'll reliably hit)
Sturdy is the same deal as Hippolyta, less counters lost with damage means she is better off in the long run and can keep on trucking.
Overall
Same deal as Hippolyta, she is willpower 9 with all that brings with it. The biggest thing to mention that's left though is Living Legend. A second activation each turn, with 2 free counters, helps her massively in her attacking ability, and can be a really great way to pinball her around the table being super hard to lock down. With clever sewer placement she can use her second activation of turn 1 (after using a sewer in her first) to barrel into the biggest threat in the opponent's list and at the very least severely wound it, and then continue to use sewers every turn to speed around the table and kill anything nearby. The 2 activations can also be useful to take out multiple models a turn, against horde crews where she can quickly mop up enemies and reduce activation count.
Warhorse
The Warhorse is an interesting piece, as it is an upgrade card that has no cost. Despite this, I wouldn't say it should be "bolted on" to her card, as there are alternate ways to play her in 2nd edition that the horse is not necessary. It adds +1 to her movement and is 4 endurance to give her Animal, Huge and Swift (making her insanely fast, 9 inch basic movement and potential 25 inch movement in an activation), at the expense of not being able to use her Lasso or any of her defensive traits. Amazon Princess lets her use Charge for only 1SC, meaning a 25 inch charge is possible, and she is only blocked on 6s during this Charge. It depends entirely on what you want to do with it, although as an assassin model she is better off on foot for a sewer alpha strike.

List Discussion
With their low model count and high cost models, Amazons have very few list options and don't often fit well into 350 rep.
The regular list (Amazon Starter)- The starter set is probably the most well-rounded of all the Amazon list options, and is the highest model count list that doesn't leave a chunk of rep leftover.
Donna+3 Amazons- This would be a super solid list if only another Amazon henchman existed. As is, it's the starter set with 55 rep left over, so would be a nice list in 300 rep games but in 350 rep there's way too much of a gap to justify taking it.
Wonder Woman+2 Amazons- This Eternal list is by far the hardest hitting of all the Amazon list options by sheer virtue of having Wonder Woman present, but at 3 models it can very easily be controlled and picked apart if the henchmen separate. Best to drop the spear Amazon from this list to keep shooting in it and maximum combat damage (virtually no stun)
Hippolyta+Donna- Super low model count but it hits very hard, and can potentially be a very fun list to play. High endurance and is moderately tanky, but it folds once even a single model gets affected by control or high damage.

Monday, 6 May 2019

Goliath- model review and example lists

Welcome back everyone, to something I've alluded to for quite a while now. The only henchman I've not covered for Brave and the Bold and one of the very few I haven't discussed for Bat-Family and League, Goliath is a great sculpt that is a little bit underwhelming in rules terms. In this post I will be covering his rules in my normal fashion, but also introducing a new format for single models in discussing a few different list options with how I would run him in his different crews.

Offensive
With attack 4, Claws and strength 2+, Goliath is a decent combat threat in any list he goes into. He lacks bonuses to hit though, so is best suited bullying low defence models, or using a 9" Charge to put out stun damage onto anything and hope for knockdowns.
Defensive
Defence 2 and Huge means he is getting hit very often, and is super open to being shot, but at endurance 10 and Tough Skin he is at the very least requiring a dedicated effort to remove. Just have to be very careful of assault rifles and snipers, because they will run a train on him.
Overall
Huge and Animal combined mean his movement of 1 is largely offset with his 9" BMD, although 3 of his most flavourful traits cost movement counters and as such mean he is starving for them every single turn. Fly and Charge are both hugely useful to him, but it's one or the other unless he's inspired, and at willpower 5 either of them leave him lacking in other areas. Overall I would use him as a big block to sit around objectives, fighting what he needs to but using his huge base to block zones or score off multiple markers.
Carry is the first of his unique traits, and allows him to ferry models around the table with him as he moves. He may pick up models within 2" of him when he moves and drop them in base contact with himself at the end of the movement, but only move models on 30mm bases to restrict it slightly. If he does so to a model that isn't Damian, they must forfeit their entire next turn, while Damian reduces his BMD to 0 and can't use his Batclaw in that turn. For 3 of his 5 counters (1MC+2SC) it is really not worth it, and will very rarely see play just because of how big of a penalty it gives to most things.
Meet Goliath! is a simple trait that means he can only be hired when Damian is also present, and as such deserves a mention here.


List Discussions
Brave and the Bold

Reputation: 348/350
Funding: 1500$/1500$
[Boss][L] Batman (Ben Affleck) [125/0$]
-Upgraded Batsuit [0/100$]
[H] Arkham Guard 3 [22/100$]
[H] Agent 2 [15/0$]
-Whistle [0/200$]
[H] Lerida [36/450$]
-Whistle [0/200$]
-Swat Special Training [0/100$]
-Street Patrol [0/50$]
-Patrol Training [0/150$]
[H] Robin [60/0$]
[H] Goliath [70/0$]
[H] Arkham Guard 1 [21/0$]
-Medic [0/150$]
This list represents a lot of what I like about playing Brave and the Bold, having good amounts of stun damage backed up with Arrest and Lerida to sit behind and act as a great gun piece. Batman, Robin and Goliath are the 3 combat models here, so as long as they're being backed up by the 3 Arrests in the list they can quite easily take models out of action and keep the game moving in your favour. On top of this, every model other than Batman is a henchman, and as such will benefit from Inspire. 
Goliath's role in this list is primarily to be a third melee piece, helping Damian and Batman in combat by fishing for knockdowns and extra stun on Charge. With this he basically pinballs around the table hitting enemies as much as possible. 

League of Assassins
The biggest issue with Goliath is hands down his hunger for counters, and how badly he loses them when he takes damage, so naturally he would run best with Rebirth Talia. Not losing counters is a huge boon for him as it means he will stay in a fight far longer, and will be far more relevant when he does so.
Reputation: 346/350
Funding: 1750$/1850$
[Boss][L] Talia (Rebirth) [100/0$]
[H] Goro [50/0$]
-Loyalty Tattoo [0/200$]
-Combat Braces [0/150$]
-Grapple-gun [0/400$]
-Rare Nth Medallion [0/150$]
[H] Robin [60/0$]
-Venom Dose [0/100$]
[H] Goliath [70/0$]
[H] Hasssasin 1 [20/0$]
-Shadow Training [0/200$]
[H] Hasssasin 2 [24/0$]
[H] Hasssasin 4 [22/0$]
-Trained in the Shadows [0/300$]
-Combat Braces [0/150$]
-Climbing Claws [0/100$]
This list is mainly based around overlapping buffs to make the most out of the lower willpower henchmen, and to get them hitting up as much as possible to hurt the opponent. It is almost fully melee based, as most League is, but with Kill Them from Goro and Inspire from Talia, plus the fact they never lose counters from enemies or damage, means that the crew can barrel ahead and get stuck in before swinging, and even if they do take a little bit of damage they're dishing out as much as possible anyway. 
With Goliath being the only model in the crew to do stun damage, his value might seem lower, but in reality he is quite effective when buffed up in this way. Benefiting from every bonus there is to play with in the crew, with these he can pull off a quite impressive flying Charge before also putting 3 attacks into a model, or simply deliver Damian far further up the table than would normally happen. Goliath is a bit of a clutch piece in here, not being the super damage dealer Damian is or the lynchpin of Goro, but he has a place and is great at plugging gaps where needed in the crew's lines. 

Bonus- Batman Family
While there is some debate over whether Goliath is actually allowed in Batfam (mainly based around the ambiguities of Meet Goliath) I am still providing a list here to talk about, mainly because it is simply a fun option. While not doing anything huge for Batfam competitively, he is a nice thematic option should someone wish to do so, and this is the list I would play him in:
Models: 4
Reputation: 334/350
Funding: 1000$/1500$
[Boss][L] Batman (Ben Affleck) [125/0$]
-Upgraded Batsuit [0/100$]
-Reconnaissance [0/300$]
-Handcuffs [0/300$]
[S] Nightwing [90/0$]
-Handcuffs [0/300$]
[H] Robin [60/0$]
[H] Goliath [70/0$]
As can be seen in the list, and as mentioned in my Batfam discussion, this is a pretty standard roster for the team outside of Goliath. Batman, Damian and Nightwing all ready to hit hard and KO, with as much equipment as possible to benefit that. Someone can also take a Magazine, but it's practically irrelevant for the most part so I left it off when writing the list (although not taking it would be stupid, there's no reason not to).
Goliath in here is basically just a big guy that can utilise Charge to spread out extra stun damage, as well as his own melee damage, but also serves a great purpose in grabbing objectives. Batfam as a crew need to be careful about scoring objective VP as well as brawling, but with Goliath possibly scoring 2 (or even 3) objectives by himself the rest of the team is better off. Still not really a competitive option, but it's interesting to play in fun friendly games and as such has a definite place in the game. 

Wednesday, 16 January 2019

List Discussion- Secret Society, Rogues edition

Hi all, today we've got a little bit of a different list, because it isn't Brave and the Bold. This list is a Secret Society list, and the team itself has been the subject of a lot of discussion recently regarding its balance in the game overall, but this list is something I feel is more in the spirit of friendly play rather than an optimised list. As in the title, this list is themed around the Rogues and villains of the Flash in general. I've long wanted to play as many Flash villains as I could, so previously I played this as various Freeze lists with prisoners to fill points, but now in Society I can run a far more thematic list and still function. Until the day Central City Villains ceases to be Gorilla City Villains, this is where my Rogues will stay for the most part. Without further ado, here is the list!

The Society Crew

Models: 5
Reputation: 335/350
Funding: 1450$/1500$

[Boss][F] Reverse Flash(TV) [110/0$]

[F] Captain Cold [72/400$]

[F] Heat Wave [65/300$]

[F] Killer Frost [40/150$]
-Followers [0/400$]

[F] Captain Boomerang (Suicide Squad) [48/200$]

The only model I haven't already previously discussed in this list is Killer Frost, and really she's in there for a fringe connection to Flash rather than anything else. Her Stop!, as a Brave and the Bold player primarily, is of such great value to me that I'm a huge fan of taking her (in Suicide Squad as well) but as an Acrobat she has a good role in my list for a second high defence model that can grab objectives quickly with Reverse Flash. The other 3 move up as a firebase of sorts, shooting at anything that gets too close and then bunkering on objectives. With all the debuffs across the crew and the damage output I think this will be a halfway decent crew while sticking to theme, although I am yet to try it out seriously. 

Monday, 26 November 2018

List discussion- Batfleck/SS Katana "Outsiders" and Nightwing/Damian

Welcome back everyone, today we're up with 2 more Brave and the Bold lists to discuss! Both of these lists are somewhat similar in henchman makeup to the Knightfall lists I posted a few weeks ago (because that combination is pretty good) but as always its the characters that tweak how things play. Both these lists I created for purely thematic reasons, just to put specific versions of characters together and see how they work.
Arrests
The Arrest potential in these combinations is pretty obvious, but the models themselves are mostly just there as cheerleaders. Arkham Guard 3 at least has his Riot Gun, but the others will mostly just be babysitting objectives where needed and moving to arrest where possible. That said, it's 3 more activations, and that alone is great.
Guns
Lerida, QRT2 and 2 Riot Guns. What more could you ask for? Double whistles, and I've got those too. Cluster them near an ammo and watch the bullets (and bean bags) fly. The damage output on these guys is insanely high, but you have to play around them carefully (Ivy with her double mind control is a bad time for this). 

First up this list has yet another "movie inspired" feel, but more geared towards Batman's team the Outsiders from the comics. Now the classic Outsiders team don't really exist in BMG yet (I'm hoping for Black Lightning soon though!) so this is basically just a Batfleck cop list with SS Katana added.

The Brave And The Bold Crew
Models: 9
Reputation: 344/350
Funding: 1500$/1500$
[Boss][L] Batman (Ben Affleck) [125/0$]
-Upgraded Batsuit [0/100$]
[H] Arkham Guard 1 [21/0$]
[H] Arkham Guard 3 [22/100$]
[H] Gotham Policeman [16/0$]
[H] Gotham Policewoman [14/0$]
[H] Katana (Suicide Squad) [50/0$]
[H] Lerida [36/450$]
-Whistle [0/200$]
[H] Quick Response Team 2 [33/350$]
-Whistle [0/200$]
[H] Quick Response Team 1 [27/100$]


Good deal of blood damage, tons of stun and 5 models with Arrest. It has the potential to just jam up the board and touch anything that comes close, and with Batman at the centre as a tank piece there is a lot to take in when opposing it. 
Katana
SS Katana is in a bit of a weird spot in my opinion. As a henchman now (the main motivation behind writing this list) she benefits from Inspire and Let's Go, which is awesome, but her stats are still pretty low and she isn't all that hard to take out when needed. As a Bodyguard piece I think she is ok, protecting the already tanky Batman is a neat trick, but she really shines when put in the middle of a Let's Go chain after a Whistle. One of the guns softens up a target for her and she can really go to town with her namesake katana, it can do a ton of damage when needed. 

So now for the second list, I wanted to play a bit of a brotherly list from the comics. Dick Grayson and Damian Wayne has been an entertaining pairing from the get-go with no exceptions, and I wanted to pass that over to the table a bit. Then came new Damian, and I had to write a way to make it work well. Enter AK Nightwing with Heir to the Cowl, and I can have Grayson using Inspire on Damo to make him into an even more effective damage piece

The Brave And The Bold Crew
Models: 9
Reputation: 338/350
Funding: 1850$/1850$
[Boss][L] Nightwing (Arkham Knight) [95/0$]
[H] Arkham Guard 1 [21/0$]
-Runner [0/100$]
[H] Arkham Guard 3 [22/100$]
[H] Gotham Policewoman [14/0$]
[H] Lerida [36/450$]
-Whistle [0/200$]
-Swat Special Training [0/100$]
-Street Patrol [0/50$]
-Radio [0/100$]
[H] Robin [60/0$]
-Intensive Training [0/100$]
[H] Quick Response Team 2 [33/350$]
-Whistle [0/200$]
[H] Quick Response Team 1 [27/100$]
[H] Alfred Pennyworth [30/0$]

So looking at the list there's not all that much difference between this and the Batfleck list, save for the replacement of the "characters" and some equipment. Both have the same guns and arrests with double whistle, although the equipment is where it comes into play. Alfred is in there for another little bit of theme, but mainly because the last 40 or so rep was really awkward to squeeze out and Alfred is still pretty valuable.
Damian
So I've gone over both Damian and Nightwing before in my last post on the Robins, but in this list there is a bit of a different use for them than normal. Having Teamwork on them, and Inspire on Nightwing, lets me play around a lot with passing counters between them, and they can both combo up the table to KO models with ease. They're both decently survivable and very fast, so by the time they can get to combat they should be in top shape to start bashing heads. 
Runner
You may notice I took Runner, one of the pieces of equipment unlocked by Nightwing, on Arkham Guard 1 in this list. This is so I could have 2 endurance 5 henchmen with Arrest and Tireless, so my Arrests can move up quicker and have greater potential at quickly removing anything that gets KO (and with Nightwing and Damian that happens quick). For such a cheap piece of equipment (and cause Alfred gave me excess funding) I feel like it gets a ton of value in this case.

Friday, 9 November 2018

List Discussion- Brave and the Bold, Knightfall Batman (2 options)

Today we've got another list discussion, and it's another one I quite enjoy playing that has a bit of a theme to it (at least in terms of the big names). This one is based around Knightfall Batman and Sirens Catwoman, reflecting their brief meeting in the early stages of Jean-Paul's career.

The Brave And The Bold Crew

Models: 9
Reputation: 350/350
Funding: 1500$/1500$

[Boss][L] Batman (Knightfall) [115/0$]

[F] Catwoman [66/0$]

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

[H] Gotham Policewoman [14/0$]

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

[H] Arkham Guard 1 [21/0$]

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

[H] Quick Response Team 1 [27/100$]

[H] Gotham Policeman [16/0$]

So this list at face value is high model count, high impact (or at least that's the goal). Basic idea is Catwoman taking on objectives quickly for VP, while the rest move up and get to fighting. There is a good deal of endurance to get through, 4 ranged weapons and a flamethrower to get out plenty of damage before things get closer, but it doesn't lose much when it does close up. 5 models with Arrest, most things doing either blood damage or double stun, it's pretty well rounded. 
Batman
Knightfall Batman is in my opinion one of the most unsubtle models in the game, because he has one role- get into combat range and use his claws and flamethrower on anything that moves. He can work as both horde clearer and single model killing, and his Medium Armour keeps him pretty safe from almost any henchmen most of the time. 
Catwoman
Catwoman goes in here as a VP battery, only reason I ever take her. She's quick, hard to land hits on, and can get bonus VP from Loot while being fairly mobile at the same time. Usually she gets backed up by Batman as protection, possibly also the guns, but I almost always make sure she's as safe as possible.
Lerida/QRT2
Same role as in any other list I take them, they're the ranged lynchpin. In this list though, Whistles take on a new highly lethal form in synergising with Batman's fire, stopping enemies from putting themselves out and maximising damage output. 
Arkham Guard 3/QRT1
These guys are here for both Arrest and for their Riot Guns. The guns let me reach out earlier than anything else in the list, and hopefully put some early stun onto models to soften them up for later. Both of these guys for less than 50 rep and only $200 funding is amazing, and if I play lighter on the heroes, I will always tag in these two after Lerida and QRT2.
Arkham Guard 1/Policewoman/Policeman
More bodies on the table, and more Arrest. They arrest things and sit on objectives, that's pretty much it.

Alternate List Option

The Brave And The Bold Crew

Models: 8
Reputation: 341/350
Funding: 1500$/1500$

[Boss][L] Batman (Knightfall) [115/0$]

[F] Commisioner Gordon [70/0$]
-Heliport [0/150$]

[H] Arkham Guard 1 [21/0$]

[H] Gotham Policewoman [14/0$]

[H] Lerida [36/450$]
-Whistle [0/200$]
-Street Patrol [0/$50]

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

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

[H] Sierra [30/0$]

This list is pretty much the same, with the biggest change being Catwoman removed for Commissioner Gordon. This is probably a more synergistic list, and still somewhat in theme, as it provides me more lasting ranged damage, an extra Inspire for the henchmen, and a means to easily set up the Riot Gun popping early shots off on models. The loss of QRT1 is felt, as is the drop in numbers, but compensated by taking Sierra for a reliable and tanky melee henchman.

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.