Monday, 7 June 2021

Gaining Grounds Season 2- My Thoughts

 With another year comes another Gaining Grounds update, and I might be late but I will be going through all the schemes and strats nonetheless. There are a lot of these that are the same as last season, and as such I will be considering my thoughts on them to be mostly the same as last year. I'll also be going into the accompanying errata and updating my crew reviews to add in these new scheme pools and keep them up to date. 


Summoning

GG2 brings with it a unique change to how summons work, affecting a lot of crews in new ways. Summoned models (which includes anything summoned as of the errata, counting everything as having summon upgrades) can no longer affect strategy markers in any way during the game on top of the usual restrictions. It's overall a pretty good move, but some things (Ulix in particular) have to tilt their playstyle hard to keep up with the change which may prove difficult. 


Strategies

Symbols of Authority, Corrupted Ley Lines- Same as in GG1, my thoughts are the same

Turf War- While this is an old scheme and my thoughts are the same as before, it favours crews that are tanky but also things that are fast and can deal damage. Mobile gun crews like Parker, Dashel, Cooper and Von Schill, fast blenders like the Viks or even just zone control crews like Ironsides or Titania. There are a lot of ways to go about Turf War and none are really identical, which I really like. 

Break the Line- Similar to how Corrupted Idols worked in GG0 with the big exception that all the strategy markers go down before deployment. It becomes a bit of a tug of war mid-game (because I assume both players to start pitching two markers early game for the first 2-3VP, but one must also consider denial for their opponent too) and the way it works differently to the other strats means it benefits a few crews that don't work great in the others so it keeps the variety of models seen on the table which is really great IMO. 


Schemes

Breakthrough, Vendetta, Assassinate, Hidden Martyrs, Research Mission, Let Them Bleed, Catch and Release, Spread Them Out- These are all very much the same as before and I wouldn't change how I play them now. 

Detonate Charges- A return from the original 3E release, just needing scheme markers near a single enemy model. With regular scheme rules it needs some very careful placement (or bigger base models) to do with normal interacts but anything that lets you drop more than one marker without interacting makes this a piece of cake. False Claim anyone? Also, both Reveal and End are the same making it one of the few that doesn't get noticeably harder to score the 2nd point. 

Claim Jump- The 2nd return from the 3E rulebook schemes, Claim Jump is really nice and it tilts some crews better into a pool that they may not otherwise appear as great in. Keeping a model alive near the centre of the board is a bit of effort, but if you can push things away from it/activate late in the turn to get into position you can make the points here fairly easy. The 2nd point almost dictates you need to take healing to score it but I would likely be doing that anyway. 

Death Beds- Similar to how Research Mission worked in GG1, if you don't place your own kind of markers you probably don't want to take it but if you do this is relatively easy. You need to choose a kind of non-scheme marker (so you choose what you can make- Underbrush, Pyre, Ice Pillar or even scrap) and you then need to kill enemy models near both one of this marker and a scheme marker. It needs setup but once that's done you can pretty easily secure it as much as possible as long as you can bully a weaker model and not get bogged down by something tanky. The 2nd point is also pretty easy provided you can put them into annoying places in the enemy table half

Bait and Switch- Choose a single enemy model to pull in near you and place a scheme near them inside your table half, and then keep enemies out of your deployment zone. If the enemy has no incentive to go inside your zone you can make it a choice of 2 bad decisions for them (dedicate models to denying the 2nd point and not get a benefit out of them, or you get to score a point if they don't)

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.

Tuesday, 2 March 2021

Infinity- My adventures with Steel Phalanx

 Hi all! As you may have seen recently, I've gotten back into Infinity and started with my Steel Phalanx army. I've had a lot of fun with it, and some of my thoughts are mentioned below. 

One major appeal of Steel Phalanx is the sheer amount of special characters in it, and their role in the army. These are a few of my favourites for their rules and sculpts and I rarely will play a game without at least 2-3 of these 4. Atalanta is just an insanely good ARO piece I can set and forget who will deal with most threats (dice permitting), while Achilles and Patroclus are a super hard hitting duo that also happens to deliver a Specialist Operative where it needs to be and in tough bodies. Penthesilea I don't use as much but using her as a guided missile to remove things with her Monofilament CC Weapon is always funny to see. 

The real core of my army are the Myrmidons. Making up my main Fireteam, I really love the way they work just as an annoying pack that can push really deep into the enemy lines as a secondary attack squad. Atalanta covers AROs and watches down one fire lane, Achilles and Patroclus charge in and start killing early while the Myrmidons act as a 2nd advance and hit later in the game. I also always take Phoenix in this link because his threat with the linked Heavy Rocket Launcher is really good and he can hit things very hard both in active and reactive. I also really like his sculpt and rocket launchers in general are great fun so I have very simple reasons for liking the link. -6 to hit all around plus smoke makes them real pests which is also something I love

One variant of my lists have a Fireteam:Enomotarchos of 3 Thorakites with Thrasymedes as a way to spread out potential for Classified Objectives, but otherwise Thrasymedes is in my list always because of what he does. The Thorakites are ok but always the 2nd Enomotarchos I'll add, while Thrasymedes is a hard to shoot Specialist that sprays out a good amount of shooting with his SMG and if not linked he can infiltrate to where I want him to be (on an objective claiming cover and then going suppressive for -12 to hit) 

Overall I really like playing Steel Phalanx because they're simple but can do a lot when they need to. Moving on to things with a lot more tricks though very soon! 

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. 

Thursday, 11 February 2021

On the Table- Star Wars Legion, Infinity and Blood Bowl

 Hi all, another little update with what I've been working on over the last couple months. My gaming habits have shifted quite a bit in a new direction with some of the older games falling to the wayside for a while as newer ones become the focus. 


My last update my Rebels were done awaiting bases, and since then the basing is finished and I've added a few more units. Clan Wren and Sabine started off my Mandalorian expansion, and the generic unit in the box got painted up as Bo Katan and her Nite Owls for a bit more colour variation. R2 and C3PO got finished as well and they've been seeing a lot more use than the rest, mainly because I'm finding Republic a lot more fun than Rebels and I've been playing them a lot. 



As just mentioned, I've been really getting into Republic and enjoy them a lot. Anakin has been my favourite model to play in the entire game (closely followed by Operative Luke and Padme) and I almost refuse to not take him at this point based purely off the enjoyment factor. I have all my Republic painted as well as you can see below





Getting back into Infinity again with N4 is something I've had a great time with as well, and it's meant I've finally gotten around to finishing off my Steel Phalanx. I really have a blast playing them and they can do a ton of work, plus I get to play a bunch of Greek heroes and I really love that theme, doubling down on it with painting everything in bronze armour to really accentuate the Greek feel. I'm now working on a StarCo army so I can use all the Outrage manga characters which should have a very different feel to my Phalanx as well so I'm looking forward to that. 



Last thing I've been working on is finishing painting my Goblin team for Blood Bowl. At the moment I haven't started on the trolls but the rest of the team is well underway, with only a couple more nights worth of work until they're done. I've always loved the team and they're hilarious to play, plus this lets me play Underworld when added to my Skaven as well (and that's why they're painted all in the same purple and yellow scheme so they match). Updates on them soon when they're finished!