Showing posts with label Teen Titans. Show all posts
Showing posts with label Teen Titans. Show all posts

Tuesday, 16 February 2021

Deck Building in BMG- Batman and League of Assassins

 My 2nd BMG post in a row now, this time I'm going a bit more open and talking through the thought processes I have with regards to building crews and their decks. I tend to have a fairly set process in terms of playstyle for specific crews but they generally work off the archetypes for certain packages that I like to take as part of my decks. 


Suspect based and the "Hidden package"

Both of these crews I like to take at least one, usually 2 Hidden models to start putting pressure on and scoring cards right from turn 1. In Batman this is Bullock and a Detective with Radios, because both become insanely good suspect farms that enable almost any card in your deck that need suspects, while League it's High Security Henchman and one of the Acolytes being bought Hidden. I also make sure in League to max out on Undercover via Talia and make the most use out of Scout possible for maximum pressure. 

Both crews I like to add in a little card package based on this early pressure, starting with Flanking and Stake Your Claim. These aren't the most popular objectives for a few reasons, but I find if the opponent has to dedicate resources to stopping me from scoring these they're enabling the rest of my crew to move into position, and Stake Your Claim is pretty easy to score and there's no shame chucking it behind a plot because its only 1VP. In Batman I add Secure the Perimeter to this package because it plays right into that playstyle that I enjoy, while in League it gets a bit more violent with From the Shadows or Blood for Blood. 


Batman

Batman crews love to use Snitch, but there are a few really great cards I always try and sneak into the deck as well. The Flanking/Stake Your Claim/Secure the Perimeter combo I've already mentioned, but They Won't See Me Coming is an autotake in Batman crews mostly for the resource on it which is incredibly good. Comb Through Everything and Secure the Perimeter both also have good resources, and you should usually get use out of Get Them Off The Streets although that one tends to clog up hands far more than most cards. 

Their Plot cards are a bit more tailored to specific things, but I like to usually take Detective Work, Point the Finger and VIP with the last one being flexed between Raid or Point the Finger depending on whatever else is in the deck. With Batman being able to stack 4-5 Detective models in the crew quite easily you have redundancy for the bottom part of the plots


League

League are a bit more violent than Batman, but they still play a good suspect game and the threat they can put out is well worth considering when building a deck. Blood for Blood and From the Shadows are both good objectives with a little bit of setup, and combo well with the melee hitters in the crew as well as other objectives like Overdrive (more scoring angles while you soften things up, or Venom doses to go all out on the offensive). The Fire Rises is somewhat easy as well especially with Talia, and really almost all of the suspect based cards in the deck are things Talia loves to have because she tunes it up really well. Lazarus Pit is also a good take for the resource, but the points on it are decent too if it comes up as an option

League Plots I tend to tailor more towards Violence and Control objectives (so Set Up the Purge and A Step Ahead I always take) with a little bit of flex depending on the specific deck. I do like Shock and Awe with them too because I just have to play how I normally would to achieve it


Bonus- Teen Titans and Bat-Family

With the exception of Oracle, a deck for either of these teams will be made up of mostly Batman cards and a sprinkling of League via Damian. The Hidden package gets cut out of the deck, although I would keep Secure the Perimeter anyway, and put in a few favourable League cards like the Lazarus Pit and The Fire Rises. These give you some really great angles to help in-game and can shift things in your favour at almost any point

Monday, 15 February 2021

Oracle- BMG Model Review

 Back to BMG with what is easily one of the best models anywhere that can take her, Oracle! A really valuable add to any Batman, Teen Titans, Bat-Family or Birds of Prey crew because of how she manipulates the table and the cards she plays with, plus she's a really characterful sculpt that I like a lot. 



Oracle

A card almost entirely based around objective play and suspect markers, Oracle is really great at playing an objective game and controlling board state. Informer is always great for free pass tokens, especially at her cheap cost, while both Scheming and Hacking let her easily move around markers and put things where they need to be (your suspects where you can score, opponents where they won't or even lamps/sewers in more opportune places). Intel Support is her jankiest rule (now shared with the new Riddler model) and it basically details how she isn't technically on the table and thus can't die. It means she is a guaranteed shoe-in for Die Hard and cards that need to kill the enemy boss is also impossible when Oracle is the boss (more likely mid-late game but you could still hire her as the boss). The only way she takes damage is is 4 suspect markers get removed, but she can then come back at the cost of an audacity marker and keep going at her game. In general, Oracle is a very versatile piece and does a lot of work to help your crew win games just by being taken in your list. 


Unique Objective- Webmaster

Oracle's objective is played in phase 1 but scored at the end of the turn, meaning with what you need to score it it's decently hard if you're not building for it. Choosing a friendly model is definitely better than it being enemy, but needing 6 suspects within 8" is a lot and you need to set it up somewhat in advance otherwise it'll become a turn where the opponent can quite easily dedicate resources to stopping it (removing markers, killing or pulling the model out of position)

The resource is amazing, and being able to move a huge amount of markers 2" for just 1 resource point can change games depending on what you move and when. It also gets the card out of your hand when you couldn't score the points from it. 


Batman Crew

Of all the crews she's in Batman plays the suspect game the hardest with things like Snitch and Secure the Perimeter, so she's a super easy slot in to get those. She doesn't redefine the playstyle of the faction, more doubles down on it and makes it very tough to face. 


Birds of Prey

She doesn't do anything particularly game-breaking in Birds compared to elsewhere (and even locks you out of a lot of options with her also being Batman affiliate) but she is still as good as ever. As a surprise attack angle with Sisters in Arms, or even just boosting the regular suspect game while shutting off opponents she's easily worth the rep if you want to slot her in. 


Bat-Family and Teen Titans

Both teams that already have team-wide Inspire access, she turns them into suspect machines on top of already being tough as nails with their selection variety. The big thing here though is giving them access to Birds of Prey objectives though, which is really amazing and her biggest boon in terms of tailoring team lists to one specific build. Sisters in Arms is always insanely good in terms of damage output via the resource, and No Protection Needed, Aerie Two and the Nest all have potential in either team. Hacking also plays really nicely with the League of Shadows objectives that require specific placement in relation to enemy models and with Damian in the same team list this is easily achievable and works fantastically. 

Sunday, 1 March 2020

The Brave and the Bold- Batman Crews in 3rd edition

Welcome back everyone to my first BMG 3rd edition update, discussing the Batman crew formerly known as the Brave and the Bold. This crew and its derivatives are easily my favourite to play (only League come close) and I've been putting in the reps to learn the game with them. Below are a few of my thoughts on how the older models square up in the new rules, and then how the newer additions factor in.
The biggest thing to factor in is the new action limit and how models will always get their full value of movement, attacks and blocks. This is a huge gain for all the "hero" characters as they are a lot more efficient now that they get the full benefits of all their higher stats every turn. The increased movement is also great for the positioning needed to score a lot of generic and Batman specific cards so you can achieve points where needed.


Equipment
Most of the value of their equipment has somewhat stayed the same, but a few items have changed drastically in value. Whistles are no longer the must take they were before as their effect is majorly cut down vs the higher defence/willpower characters they would usually target before, but they're still ok to take. Magazines are also less valuable because the games are shorter and most ammo gets you through half or more of the game anyway. Patrol Training for Undercover is excellent, but the big star is the Radio for always counting as in range for Inspire. It's great to move up the sides and get Secure the Perimeter or Flanking without needing any support.

Batman and Bat-Family
Part 1 and Part 2 of my 2nd edition overviews
Batman as a series of models is pretty strong as a piece in the crew now, as 3rd edition has increased the combat prowess of high attack/defence characters and allows them to do a lot of work. My favourite options are Knightmare, Knightfall, Modern Age and Flashpoint personally because they are all pretty good now, but Batman is mostly just a choice of which flavour you want to adapt to your playstyle and deck.
Bat-Family as a team are now in a great spot with how Audacity and Inspire work for teams, as the whole crew are quick, tanky and easily able to get where they need to be to score. Batman is mandatory for Inspire, but that isn't a huge downside because Batman is a good model anyway and you want to be taking him. Damian is also pretty great because he allows you to take League cards (and eventually Owls cards) and is in general a cheap, quick and hard-hitting option.

The Robins and Teen Titans
Robins Part 1Part 2 and Part 3, Teen Titans 
Like the Batman models, Robin has almost across the board kept being good in 3rd edition and they all benefit in their own ways from the changes. Nightwing and Red Hood are really good beaters that are insanely fast which are both super valuable things, and the Robins all do slightly different things. Damian is a glass cannon attack piece but with his movement and Detective plus being a henchman can play the manipulate game and plot cards very well, Jason with Handyman is another very good objective runner and Dick is either a super agile control model (Boy Wonder) or a synergistic piece that plays around with the rest of your crew and helps you out with placement and maintaining your closeness.
The Teen Titans team are a bit odd in that their team rules combined with Effort makes them potentially quite rough when fighting (because -4 dice unless you take stun damage isn't nice even though it costs them stun damage too) although they are very quick and through Dick Grayson get Inspire to play a great manipulating game. Starfire has become a pretty good piece and Batgirl, Hawk and Dove are still valuable, with Donna Troy being the beatstick she always was while also being all but immune to the new system of shooting at the same time. Beast Boy isn't fantastic and Raven could do with her Magic before seeing a lot of play but both are still ok. Titans also have the benefit of still being a 5-6 model list while taking entirely 50 rep+ models, and like Batfam can get access to League cards through Damian which is really good to do because some of the League cards benefit Titans a lot (Lazarus Pit especially)

Henchmen
Dark Knight Rises boxPart 1 and Part 2
Henchmen mostly occupy the same role in a Batman crew as they did before. The expensive elite ones are lynchpins of the crew that do their own work (Lerida, Harry and Diggle are all still very good) and the cheaper ones mainly exist to sit around scoring and Arresting. The DKR spray cop is of a bit less value than he was with the action change and new fat cop, but is still the absolute cheapest model you can get into the crew which is a value of its own.


Return to Gotham
Now that the older stuff is out of the way, it's time to discuss the new 3rd edition models because they are really quite good.
I'll quickly skip past the Batman in the box because he is really just a slightly cheaper version of Rebirth Batman but on a 40mm base. He's good, that's all I need to say.
Commissioner Gordon is very similar to his old 2nd edition card (who is still great in terms of traits) just replacing Hidden Sniper with Bat-Signal. The old Air Support/Hidden Sniper combo didn't work anyway now that you only get one special action, but Bat-Signal gives you a once per game teleport of Batman from anywhere on the table into base contact with Gordon at the penalty of lighting up Gordon. This is obviously useless if you don't take Batman but when you do can be potentially game changing as you slingshot him right into a position where he can threaten a huge part of the table and score you cards. Otherwise the combo of Detective+Veteran are his big things (or at least will be if more cards come out that he can't already score with Detective and Cop) and he is a worthwhile piece on both 40mm and 60mm for various reasons although I prefer the modelling of the 60mm so for that reason alone that is what I will use.
The henchmen in this box are all really nice value for a variety of reasons. The new version of the Gotham Policeman in the box is great as a 16 rep filler with Defensive to keep alive and run objectives, the Policewoman with taser is another decent filler but not really a must have and Merkel with his Riot Gun is a good potential way to get out extra KOs if needed but also just a cheapish runner with Arrest. The 2 big stars though are the Detective and Harvey Bullock, and what they do for the crew is absolutely ridiculous in terms of the value they will give you in scoring. Hidden on both as well as Detective means you can start hitting the good VP cards right from the start (Flanking and Secure the Perimeter especially) and plots that need Detectives to work are also trivial. Order on Harvey with that means you can potentially put out 3 markers from the 2 of them without needing Audacity or Inspire, but with either of them (which is going to be a Radio on Bullock in most cases but probably on both) you can turn that into 5 around them depending on placement. The potential to score off doing that every single turn is very high risk/high reward and forces the opponent to react which in itself keeps the rest of your crew doing a fairly easy game plan with less threat.

Building a Deck
Batman
Batman decks tend to be tailored slightly to the Batman you're using (Knightmare, Knightfall or Flashpoint will trend slightly more towards violence objectives than the rest). The golden cards in Batman decks though will be Snitch, Secure the Perimeter and Get Them Off the Streets plus Flanking from the generic deck. That combo is 12 cards of your deck with the rest being flavoured to your list a bit more, but that set is a really solid manipulate game that I would probably also always add into Titans and Batfam as well. I aim for at least about 6-7 cards each in Protection and Control as well to go towards Plot cards (and just cause those ones are well-suited to my style of play) for the “core” of my deck. As for Plots I tend to take Detective Work to start (with Detective and Bullock it’s not difficult to get it turn 1) and then cycle through the other 3 which are some combo of VIP, Point the Finger, Raid (if I have a decent amount of Violence objectives) and The Sneak (if I have more Menace objectives).
Bat-Family
Because you can't take 4 Detectives here you need to be a bit more careful, but still much of the same applies as in Batman crews in terms of what are good for your style of play. You do get League cards here though if you take Damian so you can tailor even more heavily to what you want to do. I would recommend using his 6 on the Lazarus Pit (for the damage reduction resource, not to score), The Fire Rises (because revealing enemy markers within 6" of your boss is made all the easier when your boss is a Detective with Batclaw) and Do Not Deviate From The Plan (with all the easy movement you can just dump one in an awkward spot and they can't really deny you, or it has disgusting synergy with Snitch)
Teen Titans
Very similar to how I build lists for Bat-Family but taking out almost everything that requires Detectives (mainly plots) and depending on the list Violence objectives (except the Pit because you don't care about scoring it anyway), instead adding in more marker based stuff. Going heavy on Protection and Control objectives is a good bet with Titans because they can go very well at this and I think it is their best style of play same as a manipulate heavy Batman crew.