Showing posts with label Soldiers of Fortune. Show all posts
Showing posts with label Soldiers of Fortune. Show all posts

Monday, 4 October 2021

List Discussion- Scarecrow (Arkham Knight)

 Back to Batman for another List Discussion, this time I'm looking at Soldiers of Fortune for my favourite leader, Scarecrow. As opposed to the more combat-heavy playstyle of most of the SoF boss options Scarecrow plays a control game, and boy does he do it well. I'll be talking about 3 lists today, one a pure Scarecrow and henchmen list plus 2 bringing other characters to double down on the control theme- Bird and Zsasz. 


Scarecrow (Arkham Knight)
-Secret Laboratory

Cuchillo
-Backpack

Militia Soldier 1

Militia Soldier 2

Militia Lieutenant
-Gas Mask

Militia Medic

Stealth Op
-Venom Dose

Malicia
-Gas Mask
-Venom Dose

Infiltrate Op
-Gas Mask
-Fear Gas Dispenser

Die Hard

I'm Feeling Weird

Stick to the Plan

Black Ops

Cyber Attack

Domination

Free For All

Global Offensive

Ground War

Invasion

A City In Fear

This list is my main go-to when it comes to playing Scarecrow, and it's really straightforward. The henchmen all work to score you cards as soon and as often as possible, with a lot of your cards being played in enemy activations to keep your deck flowing a lot and ideally bringing high VP turns early in the game. Scarecrow meanwhile does Scarecrow things, bombing out his Fear Gas through Infiltrate Op and Malicia because they have the most tanking potential in the crew (although they are also high priority targets, they have the stats to justify having the gas on them). It also has a great amount of shooting potential and melee threat for when you need it, although with the deck you won't be fighting as much as some other SoF builds. 


Bird (Boss)

Scarecrow (Arkham Knight)
-Secret Laboratory

Militia Soldier 1

Militia Soldier 2

Militia Lieutenant

Militia Medic

Stealth Op
-Gas Mask

Support Op

Infiltrate Op
-Gas Mask
-Fear Gas Dispenser

Die Hard

I'm Feeling Weird

Stick to the Plan

Black Ops

Cyber Attack

Domination

Free For All

Global Offensive

Ground War

Invasion

Reinforce

A City In Fear

The addition of Bird brings more Elite options to the crew, but mainly access to a lot of Smoke. This is absolutely crippling, because Smoke in itself is really strong and when you add it to the fear bombing from Scarecrow you have an enemy crew that will either have to play super aggressive or very cagey, both of which you can adapt to and benefit from. Against most opponents you'll be able to put them on the back foot and playing on your terms, which is always something you want because it means you can play according to your own plans. 


Scarecrow (Arkham Knight)
-Secret Laboratory

Victor Zsasz

Cuchillo
-Backpack

Militia Soldier 1

Militia Soldier 2

Militia Lieutenant
-Gas Mask
-Venom Dose

Militia Medic

Stealth Op
-Venom Dose
-Gas Mask

Infiltrate Op
-Gas Mask
-Fear Gas Dispenser

Die Hard

I'm Feeling Weird

Stick to the Plan

Black Ops

Cyber Attack

Domination

Free For All

Global Offensive

Ground War

Invasion

A City In Fear

Zsasz however adds a bit of trickery to the crew with Shadowed Nightmare, is a great henchman hunter and even plays into Scarecrow wanting things to be Scared. All around Zsasz hurts crews that want to stay away from you and although you lose out a little bit in terms of number of Veterans you will still have a lot and can dictate where the opponent will have to be for most of the game, threatening them with Zsasz. Being forced to bunch up to avoid being picked off means they're more prone to Fear Master attacks and also play into the SoF deck more. 

Wednesday, 2 June 2021

On the Table- Soldiers of Fortune, Legion, Bushido and Monsterpocalypse

 Hi all! Quite a while since my last update and I've been up to a lot again in terms of hobby, getting a lot of things finished. Gaming-wise I've been almost exclusively playing Batman and getting into Bushido lately which is reflected a bit in what I'm painting, but I'm also jumping around a bit and trying to finish collections as much as possible. 

For Bushido I already had most of the Kage Kaze faction painted, and now I have 3 more options finished that I expect to get a lot of use out of. The only one I don't own now is Axiam, and adding Dudiko and Karapan are going to be a huge boon in terms of list building options. 

I almost had my Star Wars collections painted as well, with just a single ATRT for my Rebels and a few bits and pieces for my Republic. These are now all done, so both armies are all fully painted. More of them can be seen over on my Instagram 

With the recent Godzilla vs Kong movie, Monsterpocalypse looked really appealing so I started to paint up the Empire of the Apes that I had picked up. King Kondo is my favourite sculpt in the range and I loved painting him, but General Hondo is also really nice to paint and I'm looking forward to getting into the rest of the ape units as well. 

Last but definitely not least, the Soldiers of Fortune. Something I've talked about before on the blog from a tactics perspective, I really loved the idea of playing a Scarecrow crew and the fact Bane was in there as well just sold me on it. I've had a really great time playing Scarecrow and the Soldiers deck I love a lot, plus the models are really nice and I enjoy using them every time. 

With that it's everything I've finished the last couple of months, and now I'm working on finally finishing my Goblin team for Blood Bowl and then finishing the rest of the Monsterpocalypse stuff I own. 

Thursday, 25 March 2021

BMG- The Court of Owls

Hi all, back with another BMG discussion and this time it's a crew that's actually fairly recent! I absolutely love the new update for the Court of Owls and I've bought into it myself because they look like an absolute hoot to play. 

Standard Owl Rules- This combination of trait and weapon are on almost the entire crew, so they're very important, but I thought I'd break them out and talk about them on their own to avoid saying the same thing a bunch of times. 

Reanimated Owl- This trait is on most of the crew, and healing 2 damage (1 stun 1 of your choice) every turn is huge (Call An Ambulance with this= easy points if your stuff gets KO’d) but it does have the downside that if they die the opponent gets to drop a suspect marker. Not massive but it can have its drawbacks (Truth Seeker kills them and gets 2 suspects, one of which can be a Snitch in Batman) and both players have to keep it at the forefront of their minds all game.

Owl Knife- Only single blood damage which isn’t fantastic, but it is reliable now. Handy and Sharp to reroll everything that misses is already great but they gained Crushing so they are pretty hard to block and almost always getting damage through. Needing 2 successful blocks for each attempt pretty much means they’re wanting to effort to remove dice, and with you taking off 2 damage a turn you can effort far more safely than they can.

 

Leaders-

Lincoln March- The Batman of the Owls (as he is supposed to be), Lincoln is the direct combat option for Court as their leader. Attack 5 with an Owl Knife isn’t too bad, but he does also bring along Retractable Claws with Combo so he will usually be using those to fight because he can easily blend a good amount of models with those. Willpower and Endurance 8 are both good stats for a leader, especially with Reanimated Owl and Power Armour to make him incredibly tanky, and Defence 4 for his cost is definitely reasonable with Martial Artist factored in. Fly is a great way to get him where he needs to be, and if he has Audacity there is almost no reason not to use it (plus if you don’t have Audacity its useless). He does have a little bit of support with the obvious Inspire, but he also gives Joy for the Victory for a bonus on willpower rolls (so your Talons don’t get mind controlled into killing each other) and free extra moves when they score objective cards which is small, but combined with Owl markers moving when things die you can get a lot of sneaky angles and attack vectors through these movements. He also has Strategist for extra Resource Points which is very nice, but not massively important in Owls when the most beneficial Resource is cost 0. Overall Lincoln is very good, but in 3rd ed Court lists he is probably my 2nd list after one using The Court and a bunch of Talons. 

 

The Court- An amalgamation of the old High Court models, The Court is the newest leader option available to Court and works very interestingly. As an Intel Support model it doesn’t need the protection old High Court leaders did and it puts out a great amount of support for the rest of the crew that will help a lot in “traditional” Court lists. 4 different special actions is a lot, but when you factor in Enemies of the Court to allow this model to take one every single time a Prey model dies (which should be every time an enemy dies) you will be taking a lot of actions outside of the normal sequence of play and this can really mess up an opponent’s game plan. The most universally useful one is Boss’s Orders to give everyone +1 to hit making you very threatening with all the Talons jumping around, but Goad is great to pull things where you need them (need something near suspects to mark it as Prey? They come to you now!), Demotivate can mean things don’t have the opportunity to stop you from doing your business and Shadowed Perch lets you relocate on the fly without having to take movement (thus extending your movement or just saving actions) so you can get your 60mm base Inspire where it needs to be. The Court should really never be taking damage either as you have ways to easily protect your own suspects as well as being able to remove your own almost as quickly as you remove them to score so you have a means to not give the opponent opportunities to ever actually damage them.

 

Free Agents- 

Gotham Butcher- Just like he looks, the Butcher is a simple bruiser. He hits hard, plays really nicely with the Master Fighter equipment and while not super fast like some other Court missiles he is still pretty high speed. High attack, endurance and willpower together make a scary beater, and when he starts killing he gets even better every time which is really great with how the Court play now. He should be bullying weaker models at the start so he can get his buffs up and running before jumping on the harder to kill models and hurting them, same as most of the crew. Between Huge and Reanimated Owl as well it is really hard to keep him down because he shrugs off and removes heaps of damage, plus also has defences against strength die (although his lower defence means he is usually just relying on the -1 because there will be other die to block). Against some crews damage really doesn’t matter either because of Desensitised so he will keep on running at you and tearing things apart until you manage to straight up kill him- there is no KO for the Butcher.

 

Calvin Rose- The Batman of the Talons, which is fitting because he also works for the Batman crew, Calvin is a stun damage model first and foremost but also really good at objective running. Fairly average stats for a Talon, but with Scout for free moves at the start of the game, Runaway so he can’t be Arrested (amazing on a Reanimated Owl) and Escape Artist for free moves if enemies attack him. He’s slippery, annoying and in doing stun damage can punish people who choose to effort too much against some of the bloodier Talons so overall he’s a great choice if you want a Free Agent, but Owls in general I would personally avoid it because of them not being able to benefit from Inspire at all.

 

Raptor- The weirdest of the Free Agents because he isn’t a Talon and thus doesn’t have Reanimated Owl, but he does do some very interesting things for the crew. His Gas is a great way to put Enervating on a bunch of models at once and deny them the chance to effort when the Talons hit, and his claw does it too but at a lower level (2 vs 1 on the claw). Blood/Stun at attack 4 is ok but is really a setup for what comes after when a second model hits it and the target probably dies. He has the great combo of Desensitised and Sturdy so he can always effort the full 3 and doesn’t get KO when he reaches his willpower in stun so he can play a bit more freely than a normal model (although probably not as much as Talons with their healing). Batclaw as standard is nice for the movement, and Street Fighter might help in some situations, but otherwise he is mostly a flavour pick if you really want Raptor (or if you want a melee Free Agent in Kobra- he is a Kobra Cultist which can be really useful)

 

Henchmen- 

Strix- The blender. Strix has a reputation of being a murder machine and she more than deserves it with how fast and aggressive she is as standard (and can get faster with equipment). This is one of your main damage pieces you send into Prey models and enemy Bosses to guarantee they die and you score your points when you need to. She is somewhat fragile for a Talon though so be careful with her because it is a big impact when she goes down. Possible 10 blood damage with her attacks, plus being -1 to block and rerolling all dice is already pretty consistent even without possible +1 from The Court, and 11” move (which can become 13”) with Stealth keeps her fairly safe until she can pounce on something and guaranteed kill it.

 

William Cobb- He languished in mediocrity for 2 editions but finally The Talon is in a spot where he is really quite good. Instead of combo on a fairly average Knife profile while he also had the better Owl Knife he now just has combo on the Owl Knife (mentioned above- its great) so he is the threat he should’ve always been. Not as high output as the ladies, but he’s still a great option and worth considering almost always now especially because he is ridiculously consistent when fully buffed (Boss’s Orders plus Precise Blow gives him +2 to hit and rerolls so you should almost always land every hit). Exhaustive Planner in the days of Resource-heavy play is huge, Undercover is nice to have and Martial Artist helps keep him alive if people decide to gang up on him (which isn’t what you want in general, Court like to pounce on weaker targets wherever they can)

He can also be taken with Bane the Bat which should be noted as quite a fun and flavourful option now, if a little hamstrung by how expensive the pair is. It’s not something I would consider as a massively competitive option, but it is an option nonetheless

 

1880s Talon- The missile of the bunch, she’s cheap at 50 rep and quite fragile for a Talon, but she is very fast and hits hard. Her Gladius is Overwhelming and Sharp so she can get hits through easier, and her 13” movement means she can get to where she needs to be, be that Prey or a model to mark, very easily and almost guarantee kill it. This means she is fairly hungry for Audacity just like Strix, but that isn’t a huge issue when she will be scoring for you fairly reliably.

 

1890s Talon- Xiao Loong is a bit of a weird one cause he costs less than 1880s, has a slightly better statline but is overall not as useful. Replacing Acrobat and Fast with Stealth and Climbing Claws (decent, but not what you want most of the time) he has Owl Knives and a Tanto which is very useful if you just want a model to sit somewhere and never die (Die Hard? Xiao does it better than most for his cost). Overall he is weird and a little janky, but I don’t rate him super highly because he doesn’t bring enough over other models that can fit into the crew and do a ton of work.  

 

Ephraim Newhouse- Another one of the double damage Talons, Newhouse has a Scimitar and Throwing Knives for his damage and with Weapon Master he is already at +1 to hit with the sword (although he lacks rerolls to hit, instead getting Bleed:2). He is fairly tanky and one of the faster Owls out of the gate, but his real job is through Primary Target so you can mess with the opponent and use their suspects as your own (stealing them to mark models as Prey is great and turns it around). His willpower and endurance are higher end for Owls and pretty great, but not too much to rave about.

 

Henry Ballard- Ballard is a tank that you want to be hitting your opponent’s suspects and setting up your own game before he starts swinging. Evidence Tampering means you can steal opponent suspects and turn them into your own, but the real struggle is the combination of Invulnerability and Reanimated Owl with his standard stats so he is really difficult to take down and keep down. He’s harder to fit with the other amazing options, but if you can get a space for him I would wholeheartedly recommend it.

 

Dementor- A newer character in both comic history and BMG, Dementor is an absolute monster on the table. A bigger model on a 40mm, he’s hard to take out with defence 4 and Light Armour on top of his endurance 8, plus he also has Stealth and Obstinate to help him effort a bit more when he has to or against potentially bad willpower rolls. Sneak Attack on top of his Stealth is really nice, and he has 2 weapon choices for different situations (although I think one of them is for almost every situation). His Claw is ok, but his Sickle is almost strictly better trading Bleed:2 (which won’t often go off) with Poison built in which absolutely will help you and the Sickle also has Reach to keep him safe. He also has Inspire Fear which is ok, but ultimately he will only use just because he has a special action spare and it might do something beneficial. It isn’t amazing on him but it is there. The other huge thing to note is Unstoppable Monster, which gives him a free 2” move when he activates (so he moves 12” with full movement before upgrades) and no one can manipulate within 4” of him. This is a bit of a drawback because it makes it harder to mark things as Prey nearby, but it also shuts down the enemy too so he can be a great disruption piece that drags things down with him as the opponent is forced to deal with him.

 

O’Malleys- The cheap Owls, Son and Grandfather are both 30-odd rep with lower stats than the other Talons (although still good stats for their price) and all come with an Owl Knife and a Katar (blood/stun, Bleed:2 and Sharp- all around a pretty good weapon for when people want to effort against the big hitters). They’re all Martial Artists for when it matters (although at defence 3 that isn’t often) and then all bring another trait with them to play around with. Son has Distract which is fantastic to soften up Prey targets (although he needs Audacity to do it without sacrificing the rest of his activation which hurts a bit) while Grandfather has Bodyguard (less useful nowadays with The Court but decent with Lincoln) and Protect the Shadows to stop enemies removing suspects near him (which in turn keeps The Court alive and lets you play your game). Father is a more expensive 51 rep but has the bumped defence and attack to 4 to justify it, with Brutal for increased chance to crit (great with Bleed:2) and a +1 to hit built in so his hitting is pretty great (although at the cost I’d probably just take someone with more utility). Assassin:2 is nice but not really as high value in an Owls crew as in some others because of the amount of resources that are cost 0 and how important they are.


Equipment- 

Owls are unique in that their equipment list is open to Free Agents as well as Henchmen, so you have a bit more variety in where the equipment goes (and you will have a lot of equipment to throw around). Their most important piece of equipment is Genetic Alteration as $100 to give +2 movement to anything in the crew is very powerful, and I would always take all 3 (Strix for sure, but any of the beaters do well with it). Grapple Gun is also excellent for the same reason (and it adds a special action where most things lack it so you can use Audacity a bit more efficiently). Camo Vest is decent but not super amazing, Mixed Martial Arts for Combat Flip and Ancient Training for Master Fighter are really good in their own niches and the rest is kinda middling in terms of usefulness.

March unlocks Talon Serum Infusion for the crew, which is a once per game extra strength dice on 3 Reanimated Owls at the cost of them taking 1 blood at the end of the turn (which they can then heal anyway). It’s nice to have for sure, but it isn’t worth basing your whole game plan around 3 extra dice in the crew.

 

Decks- 

Far more than most decks, the Court are based around killing select enemy models. A few objectives are all but mandatory because of their Resources, that being some combination of Owl’s Night, Talon’s Claw and An Owl’s Tale. Of these I really like Talon’s Claw and An Owl’s Tale choosing to leave Owl’s Night at home over other objectives. In terms of generics I find myself leaning towards They Must Know Pain, Call an Ambulance, Die Hard and Overdrive because they do the same thing I want to be doing with Court, while I take Gotham is Ours and The Owl’s Labyrinth for my Control objectives especially for their ability to manipulate board state in my favour, and Terrible Accident because it’s all around pretty great as a card.

The Court’s unique objective is simple, but good. All you need to do is kill 2 Prey models in a single turn, and because it’s a phase 2 card you can score 2 other cards (or more if you play Terrible Accident carefully) at the same time meaning you get huge spikes of VP at one time. The resource is also simple yet effective as it’s 1 point for 2 free Efforts against Prey, so you’re more likely to be killing what you want to

Lincoln March lets you play a shell game which is really fun and forces your opponent to react to it if they want to deny you VP, or you can use it to hide a model for a turn and really threaten them the next turn with a nasty blender of a model like Strix or Lincoln himself. The resource is also super lethal because it stops Efforts entirely, which is almost a guaranteed death sentence on Prey models and thus easy scoring for other cards.

Calvin Rose has an objective that works a bit like a more difficult Die Hard depending on when it gets played, but it needs a model to not be removed as casualty by the end of the game so you want to either put it on the hardest to kill model in the crew earlier in the game or on something turn 4 that you can guarantee won’t die (or the easy option, put it on The Court whenever you want and guarantee the scoring). The resource is also built to keeping your own models alive, and 3 extra defence dice for 0 resource points is massive with how it can swing games.

Cobb’s card is another simple one, all you need to do is remove the enemy Boss as a casualty with one specific Reanimated Owl so long as the Boss is already Prey. Again, phase 2 card which means it stacks with Terrible Accident if you get them in hand, and potentially also any other card that needs models to die as Prey. The resource is similar to the other ways Court can apply Prey to enemies, but instead of Owl Markers it triggers off Cobb himself and immediately gets placed back on top of the deck guaranteeing it as your next card. 

In terms of Plots, the Court ones are all pretty good depending on how your deck is tailored, but with the amount of good violence objectives they have I would prefer to take 2 violence Plots which means taking Shock and Awe. Although the special condition is somewhat difficult (more friendly Suspects than enemy models in play, when you would rather be killing- better make sure you’re Inspired!) the Plot itself is pretty achievable and the once per round bonus is very nice to have. Otherwise I wouldn’t take any generic Plots, choosing to drop Soundless Nightmare because it is the least able to be scored by just passively playing the game with Court.

Monday, 16 November 2020

Soldiers of Fortune Part 2- 3rd Edition Releases

In what is possibly one of the latest follow-ups I have ever done, today I'll be talking about the 3rd edition releases for Soldiers of Fortune. These tie in with their older stuff and above all add their objective deck to the game with a few new choice options. 

Deathstroke
Deathstroke has a lot of text on his card so this will be a bit of a long one, but he does a lot. He's normally a fairly standard Free Agent (Unknown, Rival Batman) but can choose to become a Leader for SoF through the Contractor rule which then also adds Assassin 2 to all your Veterans (most of the crew). He is Assassin 3 and Veteran himself as well, meaning he plays very nicely with not only the SoF deck but also any other deck while being a great beater. Exploit the Weakness is a rule unique to him and makes it so whenever any friendly model with Assassin makes an attack within 8" (which includes himself) the enemy Effort Limit is reduced by 1. This is really good because it reduces how much they can shut you down and then increases your damage output at the same time. Technically it also affects Dodge too which is really nice with the high powered guns SoF have access to. Defensively Willpower 8 and Endurance 9 with his Defense of 5 means he takes a beating like a champ, while also having Kevlar Vest to reduce damage, Stealth to restrict when he's seen and Martial Artist to ignore Outnumber. He is also quite fast with 10" movement and Acrobat, but he also makes a free move at the start of the game from Scout. His 60mm base is awkward for placement, but he can semi-reliably get into most spots to do what he wants to do. On that note, what he wants to do is kill enemy models and he does that very well. Attack 5 and Reinforced Gloves on the card don't appear to do anything with his Weapon Master, but he also has Arsenal to attach 2 weapon upgrades after deployment so he can tailor his loadout to the enemy crew. His weapon upgrades are for 2 slots, Back and Hands, and he can take one of each. For the Back there is the Combat Bo and Modified Assault Gun options, while Hands have the Hunting Knives, Bastard Sword and Automatic Guns as options. 
Hunting Knives give Combo:Hunting Knives and the Hunting Knives profile. They're blood/stun with Sharp and Overwhelming meaning they're hard to block but not all that great in general, and compared to the Bastard Sword even Combo doesn't really make up for the difference. 
Bastard Sword gives Devastating Blow and the sword itself, which is 2 blood with Sharp and Devastating for some insane melee damage. He rolls 7 dice, 5 of which are at +1 to hit and the other 2 at 2+ with rerolls if you choose to use Devastating Blow (3+ otherwise which is still amazing) so he can quite easily destroy most things he touches. 
Automatic Guns are fairly self-explanatory with their profile, but they have RoF4 instead of the usual RoF3 (cause there's 2 of them). It also gives Instinctive Shooting which is a bit wasted on these but is absolutely brutal on the beam from his Bo Staff so that is the one interaction I would take the guns in.
Modified Assault Gun is an amazing gun profile and in most cases this is the Back option I'm taking. It gives Good Aim but also a 2 blood, RoF and Ammo 3 gun with Medium Range, Assault and Red Dot so it's great for shooting before you can get into range for combat or just to mow down low defence models from afar. 
Combat Bo is my favourite from a theme point of view but it suffers compared to other options. The Bo itself is his most consistently hitting weapon with Handy and it also has Reach, but it only does double stun so the Bastard Sword is often a better option just because it puts things down and they don't get back up. It also gives Electric Storm (situational, but still not great) and a one use Energy Beam weapon that's Short Range, Beam and Devastating with 3 blood damage on it. This shot alone can kill most things (9 blood if all 3 dice hit, but then it also has Bleed 2 for a potential 13 blood total if you double crit) but it still isn't a huge gain over just taking the Assault Gun.
Objective
Deathstroke's objective is a huge 4VP Violence objective that you have to remove the highest cost enemy model as a casualty to score. The downside is the model that scores it then also has to be removed from play, so if possible score it with your harder hitting henchmen (chainsaw prisoner, any SoF gun) or just finish them off with someone to score the VP instead of losing a big hitter mid-game. This is where the Bo for Deathstroke comes in handy because he can KO things easier than most and then cheap goons can finish them off while they're on the ground. 

Thomas Wayne Batman
Batman in a Soldiers of Fortune crew? This is from City of Bane in Tom King's Batman run, and the rules here are very similar to the older Batman crew version. It's the exact same statline but on a 40mm base, and with Instinctive Shooting replaced by Precise Blow (which is really nice on this Batman). His base profile comes with an Amazon's Sword for a 2 blood melee attack with Magic and Sharp, meaning he can choose to either KO or flat out kill models in combat (something he's pretty good at doing given his stats) but he can replace it with his guns for $300 Funding. This option gives him Rapid Fire as well which is probably slightly weaker than Precise Blow in most cases, as the guns have Assault at RoF4 so cancelling the -1 to hit and also rerolling the Strength Die is huge. Blood/Stun damage on the guns means he's less reliably killing or KOing things, and they're short ranged (although Light!) but he puts out good damage regardless with them and I personally prefer them over the sword. 
In general Batman is a pretty costly Sidekick and doesn't bring his own objective so he cuts into the effectiveness of the crew unless he's the Boss. As a Boss he has an interesting place though and fits well into the SoF stable even though he might not be the standout best of them. 

Reinforcement Pack- Malicia and Infiltrate Op
These 2 are high cost Henchmen but both are very good. I wouldn't always take both because of their high cost, but in crews with the cheaper Leaders (DKR Bane, Scarecrow and Arkham Knight) they're easy additions because of their effectiveness. It's also important to note that neither have Elite tags on them so they can both be slotted in without any specific options having to be taken otherwise. They're also both Veteran which while being standard in SoF has a few synergies with other things (Bird and Deathstroke mainly)
Malicia is really just a tank and hard to put down. She's a stun damage beater with Reinforced Gloves, and although she's attack 3 she has easy access to Venom and Titan to buff her up a lot more and put out the hurt (she comes with a Venom to start as well). Her defences aren't fantastic but Medium Armour and Venom Enrage for Invulnerability more than make up for that, as well as the fact she exists in the same faction as the Militia Medic. She won't be going down without a concentrated effort (or Anti-Tank weaponry) and this is a big positive for her. I personally would use Malicia to hunt runners and Henchmen that are more likely to score VP because she is good enough to KO most henchmen fairly reliably and can also move 16" in a turn with Audacity. If she doesn't need to hit then she can just use that movement to put markers out herself, and the board control she has is very good
Infiltrate Op is hands down the most useful model in SoF. She brings the "Hidden Radio package" I love so much, but is also insanely tough to put down and has a ton of other tricks to play around with at the same time. I've already noted the Hidden/Radio combo for ridiculously easy marker dropping wherever you want on the table, but she is also Defence 5 with Master of Stealth so not an easy model to take out in any regard. Hacking plays into the marker game as well making her role clearly defined, plus she has a pretty great gun in the Light Assault Carbine if she needs to scare off threats. Assault and Red Dot are a great combo, and a RoF4 gun with Medium Range is always nice even if the damage is only a single blood. It chips away at enemies well enough, and with 3 ammo she can shoot most of the game for just $300. Always take Infiltrate Op, she's amazing. 

SoF Plots
The 4 Plots for SoF are mostly based around having models and/or Suspects in specific parts of the board, and 2/4 trigger off of Menace objectives. The 2 Menace plots require you to have either more models within 4" of suspects than your opponent (easily doable with the movement, damage and Hacking available in SoF) for the benefit of a free piece of equipment immediately put on one model or your opponent has to have 2 or less models within 4" of your deployment zone which enables you to reduce a single enemy attack roll by one dice each turn. Secure Supplies (the first one mentioned) is far and away the better option here and I would tend to leave Threat Control at home because it really isn't hard to play around if an opponent wants to deny it. Their other 2 plots are Triangulation, needing Control objectives and to have 3 Suspects fit under an explosive template at the end of a round, and Enhanced Soldiers needing Violence objectives and more enemy models damaged or removed as casualty than yours. Both are relatively easy to achieve and play into SoF pretty well, and their bonuses are great too. Triangulation lets you move a friendly Veteran when an enemy moves into 4" of one of your Suspects once per turn, while Enhanced Soldiers can add the Overdrive objective into your hand for free at the end of every turn, which is really great for the potential it can give (free Doses or just points). I would take Triangulation and Secure Supplies (and make sure the deck is built towards them) and try and fit Enhanced Soldiers as well if the deck allows it but take generic Plots otherwise to reach 4. 

SoF Objectives
SoF objectives can loosely be described as board control in a way most other crews can't. Their Control objectives are all excellent as are the Violence (Triangulation and Enhanced Soldiers go with these nicely) and while the Threat objectives are less numerous they're also quite good. I would start a SoF deck with Cyber Attack, Global Offensive, Black Ops, Ground War, Domination and Search and Destroy as the core, plus adding in whatever else to taste. Flanking and Stake Your Claim both fit very nicely as do Catch a Bullet and They Must Know Pain (and if you notice this is almost exactly 20 cards listed, that's intentional- it's how I would run most SoF crew decks outside of Scarecrow just by changing out the last 2 options). 

Tuesday, 31 March 2020

Soldiers of Fortune- Batman 3rd edition

Interestingly enough, 2 of the crews I had previously written about in detail on my old BMG blog have now in 3rd edition been rolled together to become the Soldiers of Fortune. What was previously Militia and Bane are now one crew and are all around in a really great spot with a ton of variety and some good models.

Bane
DKR SetPart 1 and Part 2
Bane's crew are pretty numerous and are all fairly good, but tend to be very expensive and a lot of them have the Elite tag to restrict them in lists.

The Batbox has some of the most expensive models in the faction, but they’re also really good. Kabuto is basically a League ninja plus extra Bane flavour and so is amazing, Dreadnought Op is a wrecking ball of great proportions, Elite Op is an assault rifle with Shooter and Light Armour (not as good overall as Barsad, but still good), Sharpshooter is a fire and forget zone control piece with an amazing gun and Support Op brings some really good versatility with his grenade launcher (the regular grenade is good, medium range grenade is better. This is even more apparent with smoke grenades). The Bane in the set is a bit of a support piece, a bit of a wrecking ball as he has traits which buff up his own crew but also has a ton of great traits himself on top of his attack 6 with Reinforced Gloves and Master Fighter. I Will Break You is huge in terms of versatility each game and gives him a great variety of options, he has good use of his Venom through having it and Venom Enrage for survivability, and being Desensitised he is insanely hard to take down- especially from stun damage. Meanwhile he can run around the table (albeit a bit slowly) and knock enemy models out fairly easily without much care- just be careful of enemy beatsticks like Ra’s that will take him down fairly easily. 

Bird’s set are less obvious utility but still useful. Clover has a lot of competition from the other pistols in the crew (particularly the Mercenary one but also Carlo Grotti the prisoner and the dual pistol thug) and Schoolboy is not worth taking compared to the Militia rocket (even in general, he isn’t good) but Cuchillo is a really worthwhile objective runner just to drop markers down. Bird himself is excellent too, letting you take Elite: Soldiers of Fortune in any crew while himself having decent enough stats and the always awesome smoke grenade.

The DKR set is a bit weirder in that it has DKR Bane who is excellent and a really good cheaper option for a Bane crew, 2 Mercenaries who are both great (the axe one being a mainstay in SoF crews IMO) and Barsad (easily one of the best assault rifles in the game) but also the Tumbler and DKR Talia al Ghul. Talia is a League model exclusively but I feel like I should mention her here as it is in a Bane themed box (the box is all able to be taken in League), and really Talia is still not up to scratch. She doesn’t do anything particularly special and as such I really don’t like the idea of her in any League crew (although she could be decent in Soldiers of Fortune, but that isn’t an option). The Tumbler is mostly just really expensive and it doesn’t do a huge amount, while stopping you from manipulating while inside it (which is a huge downside and the real reason you don’t want to take it)

Militia
My previous crew review
Deathstroke in 3rd Edition by my good friend Jason
I won't cover Deathstroke here as he's already been discussed on the blog, but I will mention that he can be a Sidekick for 0 funding and thus lead a Soldiers of Fortune crew which is a great option to have and adds to their quite large stable of Boss options.

Militia have 2 great characters in Arkham Knight and Scarecrow, but both do very different things for the crew. Arkham Knight is a really great and mobile damage dealer with some great pieces of equipment for both himself and the crew (Radio? Yes please) and in general is a great option for being a cheap damage dealer in the crew. Scarecrow on the other hand is really cheap as a Sidekick, but is a control piece through and through with his ability to really reliably shut down whole sections of the board and with his equipment not even be there. The action economy that Scarecrow can take almost complete control of is really crazy as he can make sure models without Audacity simply can’t do anything on any given turn which will have huge effects on the game in general.

The henchmen have traditionally been a little bit average for their cost, but in 3rd edition they have some really amazing standout options that go a long way to making the crew fantastic. The Brute should now be left at home as he is often too slow to have any real effect on the game for his high cost, but the Militia Lieutenant in the Batbox is fantastic as he has all the good tools you want in a henchman (not one but 2 decent weapons, the Radio trait and Follow Me for a bit of support ability) and the others without funding costs are cheap enough that they work as great list fillers if you want to keep in the Soldiers of Fortune theme instead of dip into Thugs and Prisoners (although they are also great). The carbine is useful because carbines are always decent, although the rocket launcher struggles a lot with the typical struggles RoF1 weapons have in the current rules.

Bane the Bat
Bane the Bat is the 2019 Black Friday model, and boy is he a crazy model. A prime example of how big beaters became ridiculously powerful in 3rd edition, Bane the Bat is very similar stat wise to Rebirth Bane (that is to say very good at hitting but not great at defending) and there are really not that many differences between them. For 9 rep more Bane the Bat loses Cool Under Fire and a Venom Dose but replaces it with Batcape (situational but hilarious), Light Armour (excellent to help protect him), Batman Lives (lets him take William Cobb which is a bit cute, but the special action to remove a non-Batman affiliated model from play is really good and the free move if he starts his activation out of LoS makes him terrifyingly fast) and the Bat-Signal weapon which is also great. He loses his hit bonuses when he uses it and it can only be used once, but attack 6 doing double blood and with sharp you will very reliably be killing most models which is a great option to have.

He also brings along his own objective card, which is quite simply 3VP if all of the opponent’s Leaders, Free Agents and Sidekicks are KO or dead. It’s not guaranteed and will require effort to make it happen, but if it does you’ll be pretty happy. The resource on it is great too, for 1 point the opponent loses LoS to Bane the Bat entirely in his next activation (note here that it doesn’t have to be used in Bane’s activation either- you can spend it early in a turn and then save Bane for later)

Decks- Generic picks and predictions
Starting with the obvious, this deck will almost definitely arrive with a few cards to trigger off of Veterans. I'm expecting a mix of effect-based (Scarecrow) and damage-based (Bane and Arkham Knight) cards to come alongside the usual suspect stuff, and I wouldn't be surprised if there are resources that allow them to pop suspects for either buffs on their own models (Venom/Titan type things) or for forcing fear tests on the opponent.

Soldiers of Fortune are a deck that I am personally quite excited for and look forward to seeing what comes of it, but I'm also considering what cards they like in the generic deck. As they are they have to take a full 20 cards from the generic set, but that doesn't mean they can't still attempt to tailor the deck to their faction a bit. Catch a Bullet is really great because of the plethora of high-powered guns in the faction (Arkham Knight, Sharpshooter, the 2 assault rifles), Die Hard is always worth taking, I’m Feeling Weird is great with Scarecrow lists (especially with Arkham Knight or the grenade launcher as well for Smoke access), Dirty Job, They Must Know Pain and Overdrive are worth taking in the right list builds (mainly Bane melee builds) and the “enemy deployment package”  of Flanking and Stake Your Claim is something to consider if you’re able to do it (Arkham Knight taking HSH with Radio for example) although it won’t be as easy as crews with easy access to Hidden.