Showing posts with label Villains. Show all posts
Showing posts with label Villains. Show all posts

Tuesday, 23 July 2019

Suicide Squad Part 2- Team Discussion

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

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

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


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

Thursday, 18 July 2019

Prisoners- Model Review

Something that will appear in almost every villain crew, the prisoners are a very commonly seen sight in BMG. They're great list fillers and fill gaps better than any other, but also have great roles on their own that isn't really covered by that many other models in the game.

The most expensive prisoner (but also the best overall) High Security Henchman is a versatile and useful model to slot into any villain crew even with his steeper price tag.
Offensive
He has a single package based all around shanking enemies, but he does this well. Only single blood on the knives, but with 4+ strength and Sharp they're reliably wounding, and attack 4 with Combo means he can throw out a few dice to get as many hits as he can. Brutal lets him fish for crit or Knock Down results on the Collateral Dice which is great, and can set things up for later.
Defensive
He doesn't have any traits to help him out, but he is defence 3 and endurance 8 which is pretty good for only 40 rep. Really that's all to say.
Overall
Like the rest of his brethren, he has Criminal for if he KOs or kills an opponent. Especially nice to bump up to willpower 7, it means if he can bully a weak henchman early he will be able to get a big boost for the rest of the game. Hidden is his biggest boon, as it allows him to easily get into the fray and start challenging the opponent early, both through attacking models and claiming objectives.

The old metal prisoners are all very similar, having similar statlines and only really different weapons and some traits. 
Offensive
Prisoner 1 has a simple little Tube. Handy/Heavy with single stun damage, it wounds on 4s and at attack 2 he isn't hugely likely to get attacks through. He's 10 rep though, and for that you can't complain that he isn't amazing in combat
Prisoner 2 is an odd model, with his weapon being not that great. The BiggaSticka (seriously, what is that name) does a single blood at strength 5+ with Heavy, meaning it will wound 50% of the time, and it has crit:triple stun which is nice when it triggers but not something to bank on. For such a large weapon though, you would think it would have Reach (it's almost 3 times the size of an Extendable Baton and double Deathstroke's Bo) but it doesn't, and all in all he is just a mediocre model for the big points hike over Prisoner 1.
Prisoner 3 has an axe, which is a quite good weapon, but at only attack 2 he will rarely, if ever, actually deal damage with it. He is ridiculously easy to block and his output isn't really that good given he is almost 20 rep, and there are far better choices for this cost.
Prisoner 4 has Brass Knuckles, which are in effect Reinforced Gloves that can be stolen. It's not his big use in any given list, but it's decent enough that it can be used well.
Prisoner 5 is arguably the best in this regard, with a lot of good tricks that can help in many ways and slot into most crews well. For only $300 in funding he gets 2 ammo on an Automatic Pistol which is fair for the cost and a decent weapon for damage, and 2 Smoke Grenades (amazing as always). He is only attack 2, but with 4 ammo that doesn't matter because he won't be punching things anyway, it's his job to shoot.
Turk is a pure shooting model, and he does it pretty well. Carrying 2 Handguns (Automatic Pistols with 1 less shot) with 2 ammo each, he can put out some good shooting just from that. He does however have Gunman, which means for 2AC and 2SC he can shoot both guns in the same turn, and even though this is 4/5 counters he has and chews through his ammo it can be a great way to take out a threatening model that is closing in on the crew, which is very useful. 
Defensive
Every single one of these models is defence 2, with endurance of 4 and 5. They're very easy to kill, but they're also ridiculously cheap so it doesn't really matter. 
Prisoner 2 has Elusive, which lets him reroll Ping rolls at the cost of a movement. As a trait it isn't really great, and especially on a model with only willpower 4 it won't often see use as he wants to actually impact the game. Prisoner 3 has Street Guy to get free Crouch, but it only bumps him up to defence 3 anyway and with endurance 4 it won't make much difference in how quickly he dies. Prisoner 4 has 2 Smoke Grenades which are great for keeping the crew safe, and will be a godsend in any crew that can take them because of just how good they are. 
Overall
All are Criminal with all that comes with it, and the standard Hates: with all the good guys. Prisoner 4 has the very good Bodyguard trait, and for his 18 rep cost is a great way to tack some extra endurance onto any villain leader for a low investment. Prisoner 1 has Pickpocket, which lets him take other model's weapons when they are KO and use them for himself which is funny but not all that common to see. Prisoner 5 has Lantern, which given his short ranged nature might seem useful, but he is also good at breaking lines of sight to the enemy, not creating them. Lantern with his stats is almost guaranteed to get him killed and isn't useful for this reason. 
The main uses for these guys are their cheap cost to fill points in lists, although now that they are Eternal it is less commonly seen that this will happen and even the mainstays (Prisoners 1, 4 and 5) are now fading away. 

The last of the metal prisoners, Little Spark is a bit different in how he functions.
Offensive
He has attack 3, strength 5+ which isn't great but his Heavy Electric Baton more than makes up for it. A similar weapon to Nightwing, it does double stun with Mechanical and Handy, with also having Crit:Stun as a nice little extra. It lets him do a good amount of reliable stun damage, and he can hurt a good amount of models with it.
Electric Storm as a special attack is pretty much garbage. It costs 3SC (that he could be using on Unpredictable) for a single explosion template that only does the same damage as his Baton, and he won't really be doing that much valuable damage with it that will have a huge effect on the game.
Defensive
Little Spark has defence 3, something none of the other metal prisoners have, and endurance 5. This alone is ok but not great for 40 rep, but he does have Catcher Gear to help him against Heavy weapons (quite a lot) and Sturdy which will stop him losing more than one counter from damage. Overall not huge, but not terrible.
Overall
He has Handyman, letting him manipulate for free and can potentially heal Vehicles (neat with Bane or Penguin). His biggest draw though is Unpredictable, which turns his average willpower of 5 into an insanely versatile set as he can spend special counters as anything else. This lets him have 5 attacks or blocks which can both be great, or even 5 movement counters for a super fast turn to grab objectives. In terms of sheer versatility this is very much worth it.

The 3 newer prisoners from the resin set, all 3 are useful and can see play, but ultimately some will see more than others as they are overall more useful. 
Offensive
Gustaf has a cheap Carbine, albeit at $400 instead of the usual $350. That is enough to mention because it is still very good value with his gun, and he's a great take to fill lists. 
Carlo has an Automatic Pistol with 2 ammo, and Rapid Fire. Possible 4 shots a turn is excellent, and he has some game with it but isn't as awesome as Gustaf is. However, he tops out at 8 damage which is very impressive for his cost. 
Tyrone is the melee model of the 3, and packs Reinforced Gloves and Master Fighter at strength 4+. This is definitely good, but outside of some lists that buff him up a ton (namely Ventriloquist) he isn't as great of a choice over most in-faction melee options even with his cheap cost. 
Defensive
Not quite as glass as the other prisoners, as 2 of the 3 are defence 3 natively and 2 are endurance 5. Tyrone is endurance 4 which isn't great, but defence 3 is a good counter and at his cost doesn't really matter. Gustaf at defence 2 endurance 5 is justifiable for 18 rep, and he has Escape Artist to make him immune to Grab (if he ever will be grabbed, it isn't huge on him) while Carlo just has defence 3 and endurance 5, respectable enough stats. 
Overall
Criminal again as is standard for prisoners, but all 3 still have willpower 4 natively so not too many counters to play with. Gustaf also has Pickpocket like Prisoner 1, although with a Carbine he won't always find weapons that are worth taking from an enemy, usually melee weapons or really good guns like Lerida's SMG. 

Tuesday, 2 July 2019

Bane Crew Review part 2- Eternal

Welcome back to part 2 of my Bane crew review. This time I will be discussing the Eternal models in the crew, with a lot more models that can also be used in League of Assassins when DKR Bane is taken. Like their Standard counterparts, these models are beefy and offensive, focused around dealing damage to the opponent quickly.

The old "Big Bane" before Rebirth came along, Arkham City Bane is also the original Bane in BMG. Because of this, he has been largely overtaken in terms of newer options, and is really a thematic play above all else
Offensive
Same as Rebirth Bane, except he replaces Rebirth's Venom use with Titan. Increasing himself to attack 7 is not really that big of a deal considering he is no harder to block, but regardless he puts out a world of hurt when he hits his opponents, and with Master Fighter he gets +1 to hit. He is the equal worst Bane in terms of consistency in his attacks (and the other one is almost 60 rep less) and it has to be noted that he isn't that reliable of a hitter when compared to almost anything else in his price range.
Defensive
He's exactly the same as Rebirth Bane in this regard, except replaces Venom Enrage with Titan Berserk. This is better, because not only does Titan increase his defence and endurance it also gives him Invulnerability:3 instead of 2, meaning he has a swing of 2 extra damage for those turns. It's also more versatile because he can pick up extra mid-game and keep himself juiced up.
Overall
It is here that the comparison to Rebirth becomes unfavourable. Scheming:1 absolutely does not compare to Mastermind, I Will Break You and Cool Under Fire (nor should it for 11 rep less) but Primary Target:Titan is a nice bonus, especially with the Bane strategy. It's a good extra bit of VP that can help out sometimes, but isn't game breaking. Rebirth Bane also has one higher willpower baked in, which is very important to note for certain interactions and means he will usually have an extra counter to make use of.
Affinity:Batman is a funny little possibility, although with the quality stable of Free Agents natively in Brave and the Bold it's not huge, and he will almost always be replaced with another option

The cheapest version of Bane, Arkham Origins Bane still has a place in the game but is overshadowed by DKR Bane. While still a good option, he isn't necessarily great at this point in the game's evolution
Offensive
Attack 5 with Reinforced Gloves, Master Fighter and strength 3+ makes him a decent beater for his cost, and on Venom he will definitely punch above his weight. 
This Bane is also the only one to have a choice of special attacks he can do, with Large giving him access to the great Charge attack but also having Lethal Blow. With how easy it is for him to damage models, the ability to slap Stunned on something is very worthwhile, and can be useful in shutting down larger threats he can't KO outright and lock them out of the game for a time. 
Defensive
Same defence 3 as Rebirth and Arkham City Bane, but with a lower endurance of 8. He still has Venom Enrage to protect himself when on Venom, but with less doses and less endurance than Rebirth he is significantly more fragile (and so he should be for the huge price drop). No Desensitised like the other Banes, but he does have Sturdy so he will only ever be losing 2 counters in a game
Overall
Origins Bane has Scheming:2, which can be ok but isn't really all that useful, and that's about all that's worth mentioning here. He is pretty fast like all Banes are, but at willpower 7 he has the lowest willpower of them all, which given he is the cheapest makes sense. 

As far as Bane henchmen go, TNT has always been the worst. Even as an Assault Rifle henchman he is the worst option for Bane, and his expensive cost isn't really offset by having anything of huge use compared to the others. I would always go for Elite Op over him now.
Offensive
His Assault Rifle is great damage, as always, but it isn't enough to justify his use when there are 3 others in the Bane crew all offering more useful kit otherwise (Dallas, Barsad and Elite Op).
Defensive
TNT has 2 traits that help him out defensively, and he has 1 higher endurance than normal for Bane henchmen. Flak Armour protects him against almost all of Mr Freeze's crew which is great, and makes him immune to Expansive and Explosive in general, but it's not as commonly valuable as Bulletproof Vest or even the Light Armour on the newer models, and for being more expensive than most of the other Assault Rifles it isn't really that great. He also has Hardened to reduce a little bit of damage each turn, but it isn't hugely worthwhile given how much of a priority target he will be and not being any better than the other gun options
Overall
Like the rest, he's got Veteran. He does also have Order to change around his allies' counters, but in a crew where they're all Veteran anyway it isn't hugely valuable.

A "mini-Bane" for the crew, Venom Soldier is a secondary bruiser that is functionally just a punching model/bodyguard.
Offensive
Attack 3 on a combat model hurts, but he does have Reinforced Gloves and 2 Titan Doses to amp up his output. With attack 4 and strength 3+ all of a sudden he hits like a cheaper beater, and with Brutal can fish for collateral results he wants (usually knock down). All in all he's a nice piece but not massive for his cost, and there are better melee henchmen in Bane.
Defensive
Having the same defensive stats as usual, but with endurance 7 and Large (so Ping penalties, rerolls to recovery) to compensate for not having Bulletproof Vest. He also has Hardened to reduce a bit of damage he takes, which is ok but not huge on him given he doesn't have much else.
Overall
The only henchman in Bane to not have Veteran, but he does make up for this by having 1 higher willpower of 6 and Bodyguard to keep Bane or Bird safer while they're on the front lines. He's no faster than the rest, losing a movement but gaining the extra 2" to his BMD from Large, but he can easily keep up with the crew anyway.

Mercenary- all of the remaining henchmen have the Mercenary trait, and thus can go in League of Assassins lists if DKR Bane is present. They can also take the Tumbler because of this trait. 
A model that has pretty much been replaced by the newer Barsad, Dallas was once the terror of Gotham in 1st edition. Still a solid piece, but Barsad is a standard version of the same thing.
Offensive
He's an Assault Rifle. Long ranged triple blood and RoF3, he can nuke whatever he hits, but lacks the hit bonuses Barsad can get.
Defensive
With regular Bane stats and a Bulletproof Vest, Dallas is pretty ordinary in this regard
Overall
Like almost all Bane henchmen, he has Veteran to move his counters around a bit when he activates.

The 3 regular melee models in the Bane crew, they are all fairly similar. Identical statlines, they only differ in their weapons and traits.
Offensive
All 3 of them are attack 3 (so somewhat easy to block) and strength 5+ (so somewhat hard to wound). All 3 have Heavy though, bumping them up to wounding on 4s which is not bad in any regard.
McGregor has a single blood Machete as his weapon, which has Heavy and Sharp. Unlike the others, he rerolls wounds instead of hits, making him the most reliable at damaging (but also the least gain from Venom) while he has Weapon Master for a +1 to hit instead.
Mohawk has 2 single blood Ice Axes, which have crit blood, Handy and Heavy to make him a decently reliable model in combat. He also has Combo with these weapons, boosting his efficiency only slightly (or significantly under DKR Bane) but extra damage is always nice.
Smash is the only one with no traits to boost his offence, but he has the best weapon to make up for it. He has a standard Knife in case of steals (which are very rare) and his Maul is a very good weapon in a Bane crew, because it has Handy and Heavy. Like an axe but with blood/stun, he is boosted seriously by using Venom Doses because of this.
Defensive
All 3 have Bane stats and Bulletproof Vests, that's about it. Decently survivable, but also not too tanky.
Overall
Veteran helps them move counters around, but that's about it. Movement 3 means they're quick enough as well, they can get good work done for their 30 rep or less cost.

A sort of midfield model, Ted Hunter has both shooting and melee but isn't amazing at either. A decent objective piece, but there are a few options in Bane now that are just better for the cost.
Offensive
Ted has 2 weapons, a Shotgun and a Knife. For his cost the Knife isn't great (single blood Sharp at 5+ and attack 3) but it's there if he needs it, while the Shotgun is a weapon that is up for a lot of debate. Personally I don't rate it, as even though it can move and shoot with no penalty, that is because it's a single shot and without high damage to offset that, it's quite literally hit or miss for his usefulness. 2 blood and a stun at Medium Range isn't bad, especially with Firearm, but if you miss that's him wasted, and Sharpshooter or even Schoolboy do significantly more for only slightly more funding.
Defensive
He has Bane stats and Bulletproof Vest, that's about it.
Overall
Veteran, that's it. He's a run of the mill Bane henchman with all that entails.

Sunday, 30 June 2019

Bane Crew Review part 1- Batbox and Bird set

Up next for crew reviews, we've got the big guy himself- Bane. A fairly elite crew, Bane and his henchmen are a mix between very solid combat and great shooting, and are a truly versatile crew in terms of what they can do. I've already discussed his quite good models in the Dark Knight Rises starter set, and the rest of the crew are no slouches either.

The big boy of the Bane crew, Rebirth Bane is the Leader in the Batbox, and a large threat. He isn't hugely efficient for his points compared to other options, but he has some very useful utility and is a force to be feared.
Offensive
With Master Fighter and attack 6 his Reinforced Gloves are pretty reliably knocking out most things, but it only gets tuned up by his other traits. 3 Venom Doses lets him become strength 2+ with rerolls to wound, which basically means there is a very very slim chance he will fail to wound, and he can also gain Close Combat Master from I Will Break You for absolute consistency. Being Large, he also gets to make Charge attacks which are very handy and reliable with his strength.
Defensive
Defence 3 is pretty low for 161 rep, but he does have endurance 10, and with Desensitised and Venom Enrage he will still keep in the fight for longer. He is especially prone to shooting with Large giving him Ping penalties, but this is something the rest of the crew can shore up with their own abilities (and really has to happen). Bane will go down to a dedicated attack, but unless he is killed or arrested he will be reliably getting back up and having his full counter spread anyway.
Overall
Like his henchmen, Bane is a Veteran to move around counters a bit and play reactively in game. He has willpower 9 which is awesome, and Mastermind to add an extra counter to the bag, while Cool Under Fire adds an extra strategy point to the crew and gives him a nice buff for his henchmen. When a model with Veteran activates within 8" of Bane (see- all the Bane affiliate models) they can remove a single effect from themselves. This could be as simple as Knocked Down, but removing things like Freeze, Cooled, Fire or Poison will be a huge benefit for the crew and a great mark for his value. Elite Boss: Soldier of Fortune lets him legally run the Batbox, and adds more value to the crew overall in getting some very good Elite henchmen.
I Will Break You
A trait that deserves it's own separate section, his unique I Will Break You is a sort of nested trait that gives him an option of a few different things. All 3 have their uses, and it really just depends on playstyle for what you pick.
The first option is +2 Venom Doses and Military Tradition. This is an increase in his survivability and wound output, but also gives him the movement bonus that Bird has, a great thing with this Bane given his steep cost (as you don't need to hire Bird as well).
The second option of Exhaustive Planner and Boss's Orders doubles down on his support role, giving him excellent pre-game and an in-game hit buff for his henchmen. This is good for Bane as a front-line leader, and can boost up the henchmen (many of whom already have Handy) to great heights.
Lastly he can choose Close Combat Master and One of the Boys, letting him use Let's Go as if he was a henchman and rerolling his misses in melee. This option turns him into a combat monster and can put out huge amounts of damage (or just a KO followed up by immediate Arrest) and is a good choice in general

Bane's sidekick from Arkham Origins (and the comics, just in a different form), Bird is largely a support piece that buffs the henchmen in different ways.
Offensive
Attack 3 isn't that great, especially in such a combat-heavy crew, but he compensates in other matters. Blood/Stun at 4+ with rerolls to wound is nothing to overlook, and he also has +1 to hit with it so if he needs to, he will put out some damage.
Defensive
Defence 3 and Bulletproof Vest is pretty standard in Bane, but he adds endurance 7 to this to be decently tanky, and Self-Discipline makes him immune to the Hypnotise effect which is great. As mentioned above he also has a smoke grenade, which is amazing in how it can protect the crew as well as offensively.
Overall
Like Rebirth Bane, Bird has One of the Boys to utilise Let's Go!, and Veteran to move around 2 counters when he activates (which is great at willpower 6). Batcape helps him in moving around the table, and protects him from being pushed off buildings (although why he would be on a building is a question you should ask yourself).
Being a support piece above all else, he has Military Tradition to support his crew. For 2SC he can move friendly models with Veteran 2" immediately(not himself, but this even includes Rebirth Bane). The big thing about it is that things like Aim and losing RoF on guns only specify movement in their own activation, meaning Bird can move around Rocket Launchers, Sniper Rifles and Assault Rifles for no drop in their capabilities, and although it isn't huge movement it's still something which is nice.

Quick note on "Bane stats"
Something quite apparent in this crew is just how much of it shares an identical statline. Pretty much every model in this crew has 3s across the board, willpower and endurance 5 and strength 5+, and most of these have Bulletproof Vests. There are some exceptions, but in general Bane subscribes to this as a general policy.
Both from Bird's box, these 2 are fairly similar. The cheaper henchmen in a Bane crew, but both of them are great value for what they do
Offensive
Clover is a cheaper gun piece, having an Automatic Gun for short ranged shooting. He also has Rapid Fire to bump up the RoF on the gun, and allowing him to move and shoot for a bit more versatility. While he has ammo he is more efficient than Mercenary 2 with the pistol, but once the ammo is used Mercenary 2 is better with his Reinforced Gloves and higher strength, so they are fairly comparable overall.
Cuchillo doesn't have much in the way of damage, with only a Knife to offer. He has Sneak Attack to help stop blocks, but he won't be doing huge amounts of damage with his kit.
Defensive
Other than their standard Bane loadout, Cuchillo has Stealth to further protect him against guns.
Overall
Bane stats on both again, but Cuchillo has Tireless for a nice speed boost. That, combined with Stealth, makes him a great piece to put Bane's Handcuffs on for a finisher piece, as he can get where he needs to and Arrest in relative safety.

The 2 most expensive of Bane's Standard henchmen, Elite and Dreadnought Op are both beefy and can dish out a lot of damage. Sharing very similar statlines and traits, they change with their specifications.
Offensive
Dreadnought Op is the premiere melee henchman of the crew, and given his high cost probably should be. He carries blood/stun Tomahawks which reroll to hit and roll 2 crit die, and has strength 4+ so wounds a clean 50% of the time. Attack 4 is the highest of all Bane's henchmen, and he also has Devastating Blow to boost up his damage. This special attack costs 1SC to use, and gives him +1 strength and crit blood on his melee attacks (and he still rolls 2, so potential 2 extra blood). With this and Venom he will be a damage monster, and can easily get work done when he needs to.
Elite Op has the always great Assault Rifle for high damage shooting potential, but he also has Shooter to boost up his short range capabilities. When in 8" the target will not benefit from Ping! which means he is likely to do a ton of damage whenever he hits, which is needed at his cost.
Defensive
Neither of these 2 have Bulletproof Vests, which makes them the most vulnerable to guns in the crew. They do have Light Armour though to always be -1 to wound, and have a higher endurance than most with Elite having 6 and Dreadnought at 7, meaning they are still pretty tanky.
Overall
Elite (Soldier of Fortune) means that if you want to take more than one, you need Bird or Rebirth Bane first (which only really effects DKR Bane). Both have Veteran as can be expected, and they're both fairly standard in stats for Bane models.

2 of the more gun focused Soldiers of Fortune, Schoolboy and Sharp Shooter both deal a stack of damage in a single shot. They're high damage spiking models, although not guaranteed to always be consistent.
Offensive
Schoolboy has the same Rocket Launcher weapon as the Militia Soldier 3 only lacking Good Aim to make it truly amazing. Schoolboy is good damage, and can ruin clumped together enemies, but is at the whim of the dice as he needs to make sure he can hit, and must stay still to shoot. It's a valuable weapon, but it has to be played around to be truly effective (being moved by Rebirth Bane or Bird is a good option here)
Simply put, the Sniper Rifle is amazing. Unlimited range with a Scope and Anti-Tank, it is a great way to put damage onto enemy models with it's single shot. It also has Bleed:3 for potential 7 blood, but the fact it already one shots most henchmen (and severely wounds most others) is enough to justify this gun for $300 rep. It does have Reload, so will be able to be played around in the turns it isn't firing, but the sheer threat from it is huge, with cover and Ping! not meaning anything. Holds Breath is another great trait on him, shared with his fellow sniper Deadshot, that means he can spend the same 2AC he would fire with to instead get a +1 to hit and to collateral die next round. This not only means he has +1 to hit, but also gets his crit of 3 blood on a 5+, which is amazing.
Defensive
Regular Bane stats, but these 2 have neither Bulletproof Vest nor any armour. This makes them pretty fragile for Bane, but being shooting models that don't really want to be on the front line, it's acceptable.
Overall
Both have Veteran as can be expected, and both are Elite:Soldier of Fortune. Schoolboy has a Gas Mask for those times when it comes into play (having it base is ok, just buying it is crap) while Sharp Shooter has Undercover. This is huge, because it allows him to get into great sniper nests early on and potentially shoot from turn 1 nuking henchmen.

A sort of Bane/League hybrid, Stealth Op is very similar to the Ninjas of the League but with a Bane flair.
Offensive
He has standard stats for a League ninja in attack 3, strength 5+ with a Katana, but in Bane has great easy access to both Titan and Venom. Both of these jack up his power, and can make him great at killing, but in general he is just as effective as League models are in combat.
Defensive
As can be expected for Bane, Kabuto has a Bulletproof Vest for gun protection, but being a ninja also has defence 4 and Stealth. This lets him get up the table pretty easily, and makes him both a great objective runner and protects him on the way into combat.
Overall
Veteran and Elite (Soldier of Fortune) like most of the others, but he does have Undercover as well, meaning he deploys further up the table and gets to wait until after objectives are placed.

A really cool addition in the Batbox, Support Op is as his alias says- a support piece. He is best suited sitting behind the combat, and with his grenade launcher can dictate where he is putting damage pretty easily. 
Offensive
With 2 very good weapon profiles, his grenade launcher is a great weapon to have and is pretty damn cheap. 4 ammo total, he is Medium Range on both profiles (double that of other grenades) and only ever needs a 3+ to hit because of Grenade on both weapons. 
The regular grenade profile is blood/stun and Firearm with Explosive, letting him put out some great area damage at a long distance. 
His other profile is a 16" range smoke grenade. The versatility of being able to put it further out in the field is a great bonus, and as always it lets him protect the crew from being shot at by the opponent. 
Defensive
Bane stats and Bulletproof, but with Hardened added in. It's a nice bonus, but won't really protect him from too much given most blood weapons do double damage anyway (eg 3 hits from a sword or axe will still do 5 blood and kill him)
Overall
Elite: Soldier of Fortune and Veteran again, that's about it. 

Objective- Osito
Bane's Batbox objective is his teddy bear Osito, which works fairly similar to a Loot objective that can't be affected by Strategies. Bane himself doesn't need to spend MC to move with it though, and gains an additional VP from holding it, while he gets 2 free MC if an enemy is holding it, and +1 to hit vs that model so he can very easily take it off them. It ends up being a game of chicken with this objective, as the opponent can score from it, but runs the risk of Bane being super fast and very angry in the process, meaning he will absolutely be in combat. In the end, it's a nice way of having a very useful Bane buff, and if they don't take the bait it becomes a 2VP objective on Bane which is also useful.

Strategy- Titan Container Located!
This Strategy is 1 cost, so cheap to take, but requires you to take a Titan objective to use it. It moves this objective 4" ignoring usual objective rules, so can be useful to pull it into positions where it will work in your favour. It is an especially fun combo with Change of Plans to pull around multiple objectives and cluster them together where they normally would not be allowed. This strategy is also of note in that DKR Bane in a League list can take it, as it fulfils all the requirements of crew strategies (Bane is Boss, so Bane's strategy can be taken)

Equipment
Bane has a lot of equipment options, and many of them now differ from the rulebook as they were updated in the Batbox. They are geared towards his elite/combat focused crew, and there are some really great takes.
Titan Dose is fairly standard in terms of it's use (being good) and at $100 is a steal. Bane should take this fairly often in his crew, even at 0-1 it will make your biggest melee henchman a lot better for one turn.
Handcuffs are a huge way of mitigating Bane himself only doing stun damage, and for $100 is near autotake. Just the ability to remove models from play quicker is such a big boon, and the equipment is very cheap.
Backpack isn't that great, because you have to take Loot to make use of it (and why take that when you can take Osito) and it costs the same as Titan or Venom which are just more useful.
Venom Dose I've already discussed in what it does, but it's use as equipment is slightly debatable. When Venom Lab is taken and they cost $50 you should always take at least 2 (probably the maximum of 3) but at $100 it's much more of a thought as to what other equipment you're taking and how Venom fits in.
Gas Mask is the same as always- not worth it. Gas isn't overly common and paying $150 to ignore it on one model isn't a great way to spend funding.
Antidote like Gas Mask, it isn't worth it to pay $150 on the chance you might be against Poison.
Night Vision Goggles is such a good upgrade I can't find the words to express it. Putting it on an Assault Rifle bumps it's cost up to $800 (NVG is $200) but giving such a good gun Night Vision is invaluable, and will be amazingly useful all of the time.
Grapple-Gun as a 0-2 option is pretty rare, and at $300 is moderately cheap. You'll probably only ever take 1 though with the huge amount of great guns and equipment available to Bane, a single Grapple is enough.
Bane Options
Venom Applicator is a 0 funding upgrade that costs 2 rep, and allows the model to give Doses that they have to a model in base contact. It's not bad filler if you have rep spare, and it's 0-2 so can be spread out, but usually the model with it will want the Doses themselves so it isn't an always use. 
Venom Laboratory is an equipment option only for Leaders and Sidekicks, and it costs $100 but a big 5 rep. It lets models use more than one Titan Dose per game, which is a nice bonus to have and may come in handy (although more useful in Eternal games) and reduces the cost of Venom Doses to a dirt cheap $50, which is great to have. The best part is, the bonus remains even if the model is removed from play, so the crew will always benefit from the extra Titan use. It's a great equipment to take, especially if you're already taking Venom, and even more so if you take Titan as an objective. 
Bird Options
Military Progress is mostly for those few henchmen in the crew that don't have Veteran, because that's what this equipment gives. 0-2 $150 it's decent, and helps Bird synergise with more models, but is at the expense of other equipment so it's usually something that gets added in later. 

Wednesday, 19 June 2019

Militia- Crew Review

Another longer post, this is a discussion on everything Militia. I've already covered Deathstroke, but the rest of the Militia crew have a ton of fun toys to play around with and do a semi-elite bunch of mercenaries in a very different way to Bane on the table, choosing to focus around guns and control with far less melee focus.

The main Leader of the Militia, their founder the Arkham Knight, is a very strong model that is primarily based around his shooting expertise. He is a highly mobile sniper piece who will likely operate independent of his crew.
Offensive
As makes sense from his old name as Arkham Knight (Sniper), he is a shooting model mainly. His Combined Sniper Guns MKII are probably the best ranged attack on any Leader rank in the game, what with being Medium Range and Scope at triple blood, but they only have 2 ammo and Aim hinders his movement without another quite large investment in counters for Vanish. Rapid Fire is very good for him to use and should pretty much always be used, bumping him up to a better Assault Rifle in his 16" range, but at the same time he is relying on basic hit rolls with this gun and has nothing to boost it, so is still most reliable at nuking henchmen and other models with lower defence stats (or things near the Drone), because if he misses shots he's suffering a lot.
His EM Smoke Grenade is a great control option like most Smoke Grenades, but with the added benefit of having Light, single stun damage wounding on 3s (as opposed to none) and Electric for potential crit:Stuns. It also gives him the massively useful Vanish as a trait, which while costing him 2 counters it acts as an effective Mixed Combat Style, letting him shoot his EM Smoke with making an automatic hit, and if he is inside the template he can immediately be placed within 4". AK ignores the effects of the Smoke, and his place does not count as movement (thus not affecting Aim and letting him shoot afterwards) but does cost an ammo on the Smoke. Everything considered, it's a very useful trait to have that lets him cover himself with Smoke in awkward positions, but also to relocate and get into good shooting positions himself.
He does benefit from getting Reinforced Gloves care of Cybernetic Arms, but with no bonuses to his melee it is really just an option to have rather than a different playstyle.
Defensive
Arkham Knight is deceptively survivable, as Defence 4 Martial Artist isn't amazing but he stacks a lot of other things onto it to help out. Endurance 7 with Kevlar Vest means he's taking a lot of hits before he does go down, and ignoring damage on those hits, while being an Acrobat at movement 4 means he can pretty reliably dodge enemy shots. His EM Smoke is also useful in this regard as it still behaves like a normal smoke grenade, and can help block off lines of sight or Blind an enemy beater. Agile is a little bonus that helps if he ever takes fall damage (and for someone who likes rooftops so much, it's possible) making him take an agility test and if passed, all fall damage is cancelled. There is a 66% chance of success on this, making him pretty happy to sit on rooftops where he can shoot below.
Overall
Most of Arkham Knight's kit is based around his combat prowess, with little left to note otherwise. He does have Undercover, which on him is mainly used to get into a good spot to ideally get a shot off turn 1, or to quickly reposition into somewhere he can be shooting from turn 2.
Another trait he has that's worth mentioning is Elite Boss:Militia Brute, which is ok but ultimately doesn't mean much as I will cover below with the Brutes themselves.

The second Leader option, but also now a Sidekick, Scarecrow is a strong control piece with most of his kit coming from shutting down opponents.
Offensive
Scarecrow's offensive potential isn't in the form of pure damage. He is a control based leader, and this is what he does best by far. Inspire Fear gives him an action to choose a single model to make a willpower roll compared to the Inspire Fear chart as seen below, while he can use Discourage to penalise an opponent even more for this roll at the cost of all his SC (4 total). At a range of 4" it's something he needs to be careful with, although his equipment Secret Laboratory shores this up a little bit as I will discuss later. He also has a 1SC trait The Fear Master which lets him affect all non-vehicle models in 4" when he uses Inspire Fear, friend or foe (including himself) as well as giving it the Gas trait. This means any of the Militia henchmen who come stock with Gas Mask completely ignore this (as does Scarecrow, or anyone who buys a Gas Mask) but simply being able to hit everyone in a 4" bubble is huge, and can cripple a crew.
Important Note- The Inspire Fear chart in the rulebook is out of date, this is the current one
He also has his Syringe Fear Claw as a melee weapon, although this is pretty much a last resort for him. Having single blood damage is ok, and at strength 4+ is a 50% chance to wound, but it is Handy and Scared that make it good. Putting Scared on models is obviously something very easy for Scarecrow as seen above, but it is a good way of spreading it on models that might pass willpower rolls more likely (things like big Free Agents- higher willpower and lower defence)
Defensive
Outside of his defensive stats Scarecrow isn't all that impressive on the survivability front. Defence 4 and endurance 7 is pretty good for his points, but he has nothing that particularly boosts him up other than Psycho, which stops him losing willpower by any means.
Overall
Like all other Militia Boss options, Scarecrow has Undercover to both deploy further forward and reactively, being able to adjust to the opponent's crew (mostly). He also has Scientific, which adds 1 to his Special stat and makes him give away an extra VP on death (something quite nice on him though, and the old Secret Lab gave it anyway). Gas Mask keeps him safe from his own gases, but also many Ivy and Joker tricks, and Psychologist gives him a nice easy bonus on Riddles (auto 2VP, no roll) and a sub-trait to remove Mental Disorder traits temporarily. There aren't many models he has access to that have detrimental Mental Disorders though (Enchantress and Red Death are the only ones in Standard, although he can use it on enemies to remove beneficial ones).
Scheming:1 is ok, but really it won't mean all that much often because it is only a single model and you can just plan for it anyway.

The main melee model of the crew, the Militia Brute is a hard hitting and tanky model, albeit a slow one. He is a pretty cheap model for what he does, although there are some major drawbacks to balance him out.
Offensive
Having attack 4 is pretty great, especially when his weapons are added in. With Handy to reroll hits he is fairly consistent, and Reach giving him extra range on his attacks (somewhat making up for his slow movement) he also wounds on 3+ with double stun, making him a pretty great KO piece. With +1 to hit from the Drone he is a veritable monster.
His strength 4+ only really matters if he is doing Push or Charge special attacks, but he isn't bad at doing these. Charge especially is a nice way of getting extra damage when moving to attack, and an extra chance of knock down before attacking. It does cost 2 counters though, so cuts into what he can do in any given turn.
Defensive
At defence 2 with Large, the Brute is very easy to hit. He does make up for this with endurance 7, Light Armour for a little wound penalty, and Sturdy to stop him losing huge amounts of counters. Cybernetic is a good way to keep him going as well, but the block bonus isn't huge with his defence 2
Overall
Like a few others in Militia, he comes stock with a Gas Mask to protect him from Gas attacks and traits. He has the Elite:Militia Brute trait to go with Arkham Knight's Elite Boss, but the other option is Eternal and not that good so currently it doesn't mean too much. His speed is something worth noting as well, as he is very slow for a Large model (maximum 8" movement) and as such tends to need equipment to get him going properly (Camo Vest or Neurotoxic Drugs).

The basic henchman options of the crew, the Militia Soldiers are solid henchmen for fairly cheap, if their stats are a little mediocre. They've got some awesome options in the crew though, and every one of these is worth it. 
Offensive
Militia Soldier 1 has an always-good Carbine, but also packs Shooter on it. This means 8" of him is a KO zone for anything with armour, and he is in general a valuable piece. It also means when combined with Gustaf the crew can take 2 Carbines, which is a great thing. 
Militia Soldier 2 carries an Extendable Baton, which is a nice weapon with double stun and Reach that makes him wound on a 4+. He's basically a Militia version of Arkham Guard 1, who is also pretty great, so I would recommend him as a cheaper model that can put out some hurt
Militia Soldier 3 is the second gun piece, and while he has a single shot weapon it puts out a ton of hurt. The Rocket Launcher is something I generally think is situationally good, but on this model it is without a doubt a weapon to be feared. Aim is completely negated by having Good Aim on the Soldier, so not only can it be shot on the move it gains +1 to hit, and as an Anti-Tank Firearm with Explosive it will tear through a lot of the tankier models in the game (LexCorp Troopers, Tumblers, Goro, even The Merciless will be afraid). If opponents have groups of henchmen bunched together (Bodyguards or to benefit from Leader buffs) this will be a rude wake-up call, as they will potentially all be taking 3 blood from this single shot. It is best used on Large or Huge models, who will have less chance of making Ping! rolls, or in situations where the opponent won't be getting a Ping! through clear lanes of fire. 
Militia Medic isn't that great in a fight, but he can do a little bit of damage if necessary with his scalpel. Single blood and attack 2 strength 5+ is bad, that should be known, but he does have Handy and Sharp for rerolls to both hit and wound, which means in a pinch he can potentially hurt something. It's not somewhere he should be though really
The Lieutenant is a mid-field offensive model, having both close ranged shooting and combat weapons. His Grenade isn't any different to regular grenade profiles other than it having crit blood which is nice potential extra damage, and his Electric Baton is a similar profile to the Brute and Nightwing, which at his attack 4 lets him put out some good damage in close combat. 
Defensive
There's not much to say really. Outside of the Lieutenant, they are all pretty soft at defence 3 and endurance 4 so they're not hard to take out. On the Lieutenant though is endurance 6, which is a nice little bump in survivability that is very welcome given his higher cost. 
Militia Soldier 2 does have a Shield though, which will provide him with free Ping! rolls whenever he gets shot and +1 to his block rolls. This is a great bonus to have, and will keep him a lot safer than he really has any right to be with his profile and his cost. 
Overall
They all have Veteran and all that entails, being able to move around 2 counters when they activate. This is huge for them though as it is half their counters, giving them a lot of flexibility in what they do on any given turn and can be very useful. 
Militia Soldier 2 and the Medic both have Gas Masks, which will protect them from anything with the Gas trait. This is quite a significant amount of weapons in Standard though, as it prevents Ivy from doing any damage to them, a significant portion of Joker's crew (and the Joker Gas objectives) and opposition Scarecrows from having much of an effect. It also helps them if they're near models Scarecrow is Fear Bombing, as it means they don't get affected by it while the enemy does. 
The Militia Medic has what should be obvious in the Medic trait, which lets him fix up models in B2B for the cost of 2SC. This is a nice way of keeping the better damaging models alive, and through his counters can protect those who want to stay alive. 

Eternal options
The original version of the Arkham Knight, this one is a slightly cheaper Sidekick with the same statline, but worse in some important ways. Now that AK Scarecrow is a Sidekick, allowing Arkham Knight/Scarecrow combos that way, this model is almost completely redundant and the newer Sniper version is better in most regards, with this version having little to offer. 
Offensive
Somewhat similar to the newer Arkham Knight, but he has a few notable differences that affect how he works. Losing his EM Smoke and replacing it with an Automatic Pistol is a definite downgrade in terms of utility (as is the loss of Vanish that comes with it), and although his Combined Sniper Guns still benefit from Rapid Fire, they are only inherently RoF1 on this version so nowhere near as oppressive as the 3 shots AK Sniper can potentially reach. 
He still benefits from the various equipment options he has, especially Cybernetic Arms to get Reinforced Gloves, but overall isn't as great as AK Sniper for only a slight drop in points (and a $500 funding cost)
Defensive
The same statline and traits as the Sniper, he is still as survivable. 
Overall
A few nice traits that are different to AK Sniper, but then stacked on with Arrogant to stunt crew building. Strategist and Order are both very good to have, but when the crew are already mostly Veteran Order isn't a huge bonus anyway, and he still has Elite Boss. Arrogant, however, restricts his list to models 95 rep or less, so any of the Dark Knights or evil Speedsters are simply not an option, nor is even Deathstroke. A lot of desirable options for this crew are not allowed, and this fact hurts them for options more than AK adds himself. 

The 2 Militia Troopers that didn't get updated in the Batbox, these 2 are still not bad. The Commander especially is a model that is quite excellent and a great support piece, and would be a great return to the crew should he be added back into Standard
Offensive
Militia 2 has a Knife at attack 3 strength 5+, which means he is only putting out little bits of damage at a time and will rarely (if ever) kill something by himself in a game. Rerolls to wound is great to have, but it's a low damage weapon and won't do fantastic work. He is a cheap model though at 15 rep, so you can't expect any better.
Militia Commander 1 has 2 different weapons that serve different roles in the crew, while also being attack 4. His attack stat is largely useless though, as with no melee weapon he is only doing single stun, so he should just use his ammunition and ranged attacks when he can. He has a smoke grenade, which anyone who's read my League overviews will know I love, that can help both shut down enemy pieces and protect from ranged attacks against his crew, and for damage an Automatic Pistol. This gun is pretty good for its cheap cost, and at RoF3 blood/stun it's a little Firearm that can punch above its weight well, especially with Expert Marksman to reduce Ping! rolls against it.
Defensive
At defence 3 and endurance 4/5, they're fairly easy to take out.
Overall
Like all Militia Troopers, they both have Veteran to push counters around, which helps a lot with willpower 4 and 5. Militia 2 has a Gas Mask which is great to have when Scarecrow is around, while the Commander has Kill Them! which is a great way to boost up other henchmen, particularly the melee ones (anything with a Baton weapon)

The second Brute for the crew, the Gatling Brute is the opposite of his counterpart in that he is a ranged model. His gun is very expensive though, and he seriously cuts into the effectiveness of his crew while being not that reliable as a gun piece. 
Offensive
In melee (which is not where this Brute wants to be) you would think his size would make him decent, and attack 4 is good, but at strength 5+ with nothing else to mention he really isn't. At that strength he's not even a good Charge piece either with how unreliable it is. 
His namesake Gatling is a weapon that is halfway to amazing, but it is stacked with a couple penalties that make it a choice that isn't seen often. $850 is expensive, but for possible 12 blood with Anti-Tank can be justified, although Imprecise severely restricts it to shooting low defence targets. When the gun hits it is very good, but -1 to hit has to be played around or else it won't have the impact it is intended to. It has decent play with the Militia Drone to cancel this, and it definitely is a good answer to targets with Armour, but at it's cost I can't help but go with a combination of 2 models (Carbine+Rocket Launcher are both standard and only 5 rep more expensive for the pair)
Defensive
Exactly the same as the melee Brute, except for having a worse endurance. Not huge on a gun piece, but for his huge cost he is pretty soft. 
Overall
Again here he is the exact same as the melee Brute in his traits, but with Invaluable tacked on. This is a huge downside as he is easier to kill than the other Brute, and gives up extra VP when he dies. 
In general he is not worth 53 rep in this day and age, and although the funding may be ok he needs either a buff or a points drop to be worth taking. 

Equipment Options
Militia, like any crew, have a lot of equipment options to consider. Many are worth taking for various reasons, and they have a lot of equipment unlocked by their comic character options too
0-2 Magazine is very useful. Extra shots for almost any gun in the crew is worthwhile, but the Carbine and Rocket Launcher especially benefit. 
0-2 Antidote isn't very useful, and for $150 it won't see play often. Even though models like Ratcatcher and Cheshire are out now that play with Poison, it isn't worthwhile to spend funding on when compared to the other great options. 
0-1 Neurotoxic Drugs is a great option on the close combat Brute, as it makes him very quick as standard. Dodge isn't really worth considering in a crew of mostly movement 2, but the speed boost is good, especially with Secret Lab in a Scarecrow crew. 
0-2 Camo Vest is a nice way to protect the more valuable henchmen from shooting. $300 for it is expensive though like a lot of Militia options. 
0-3 Gas Mask is what you take in a Scarecrow crew to protect your own men. High Security with this is almost autotake in said crew, and for $150 it's worth chucking one in for what you use Secret Lab on to keep them safe from it. 
0-1 Grapple Gun is just like any other Grapple Gun equipment. Good for quick movement and rooftop security, but $300 is expensive so you need to have a plan with it. 
AK Scarecrow Options
0-1 Fear Gas Dispenser is a $250 upgrade that gives a henchman Inspire Fear. Playing into Scarecrow's toolkit, it's an extra source of Inspire Fear that can help shut down opponent models. 
0-1 Secret Laboratory is a $100, 2 rep upgrade for Scarecrow that is pretty much amazing. It gives him a big buff to his Inspire Fear in that he can choose 2 friendly models to do it from (thus keeping him safer) and any willpower test from Inspire Fear is at a -1 penalty. The penalty doesn't stack with Discourage, but that doesn't matter when it's just saving him counters anyway. If opponents are to lose counters from Terror, Scarecrow's controller also chooses which counters are lost, which is a great control ability. 
Arkham Knight Options
0-2 Radio $50 to give henchmen a reroll to Let's Go is good and very cheap. But if you're already taking a Sidekick in the crew (be that Scarecrow or Deathstroke) it's less valuable, only working to let the crew spread out more. 
0-1 Hidden Magazines is effectively the same as the Magazine upgrade, but is exclusive to Arkham Knight. Great for buying any of his ranged weapons extra ammo, it's a pretty common take for him. 
0-1 Cybernetic Arms for $50 is almost always going to be taken. Giving him Reinforced Gloves, there really is no reason not to take it for how cheap it is. 
0-1 Arkham Knight Secret Armoury is more of a support equipment option, allowing a model in the crew to give its weapons Acid for $100, which is cheap enough that it can be worthwhile. Putting it on the Carbine or Grenade is a great way to boost the value of the crew in spreading defence debuffs so everyone else can benefit. It has good synergy with the Drone objective too, putting anything at a +2 to hit the crew can easily punch out opponents. 
0-1 Hook Pistol is an additional weapon for Arkham Knight himself, while also giving him the Batclaw trait which is a great addition. The weapon is only a short ranged single shot at double stun, but with ammo 2, Mechanical, Electric and Devastating it's a great sidearm to use when someone else in the crew is in a bad situation. The extra potential to not only damage them but 2 chances to put the Stun effect on is very worthwhile, especially if there's a Brute or Lieutenant in attack range (or even Deathstroke)
Deathstroke Options
0-1 Martial Training gives Martial Artist and Master Fighter for $150, but there's nothing that really benefits from both in Militia that justify taking it. 
0-1 Contract affects Deathstroke himself, and changes his rank to Sidekick. It can't be affected by Broken Equipment, and is worth using if the Sidekick slot is free just for what buffs it can give henchmen. It's free after all. 

Objective- Militia Drone
The Militia objective is a bit funky in how it works, but is without a doubt an excellent take. Going anywhere on the table 12" away from an enemy, the Drone picks out enemies within 4" of it to be Target Painted, which gives friendly models +1 to hit when attacking them. This alone is a great bonus, but when these models are hit by successful rolls the owner gains 1VP (once per model per shot, so thankfully doesn't work with Explosive or Expansive) and the Drone can be moved during the game. A model must be elected as the Controller for the Drone at the start of the game, and in the Recount phase they can spend extra counters left over to move it an additional 1" on top of the 4" it moves as standard. This is a great way to not only get easy VP just by attacking things, it also is a great bonus to hit for many models in the crew, making higher defence enemies much easier to manage. It shores up a big weakness for many models in a Militia crew, that being no way to "hit fix" and does it in a way that not only removes that weakness but also gains good amounts of VP in the process. 

Strategy- City in Fear
At 2 points, this is a bit more of an expensive Strategy. Basically all it does is allow you to choose a single non-Boss, non-Vehicle model at the start of every Take the Lead phase and force it to take a willpower test, giving it Scared if it fails. This is a nice way to shut down Acrobats and stop them dodging the huge amount of guns in the crew, but most of said Acrobats will have a somewhat higher willpower so it isn't as reliable as on henchmen for example. A very interesting take into Central City Villains, because it will help kill apes a lot quicker, and should be considered in a lot of Dodge-heavy crews. The impact of Scared isn't great outside of shooting, but in such a shooting-heavy crew it should be a decent take when it's useful