Friday, 2 July 2021

On the Table- Bakemono, Wastrels, Bayou

 Back with another little hobby update, we're back in temporary lockdown here in Sydney so I've been making the most of it by finishing some projects off and getting warbands done. 

First up I picked up a Bakemono warband for Bushido (I did say in my last post that I would be buying into Jung Pirates next, but I got a bunch of Bakemono for a good price and expanded from there) and got them all painted. These sculpts I absolutely love because they have so much character and I am a big fan of Bushido minis in general for this exact reason. 

I also picked up the last box I needed for my McCabe crew for Malifaux, which gave me Cryptologists and Rough Riders. I have always loved using the Rough Riders with proxies, but now with their official sculpts (which are really awesome) I will definitely be using them a lot more while I play around with the McCabe changes and GG2. I already had Jessie Halliday unpainted from when her box came out, so I painted that at the same time, and the Cryptologists I really didn't like in the renders but having their sculpts in hand I warmed up to them a lot as they look a lot better proportioned and less janky in the flesh. I really enjoyed painting these all and the newer Malifaux sculpts are very often really nice to paint. 

Most recently I've been putting in a dedicated effort in clearing the backlog, especially in getting all of my Bayou fully completed. Finishing bases has never been a strong suit of mine, and I like to procrastinate on them for a long time, so getting all of these done and finished is something that I am very happy with because I can get them all packed away and done for good, but also I can say that I have 6 keywords in Bayou almost in their entirety fully painted and based. 

Wednesday, 16 June 2021

Bushido as a Beginner Part 3- Terrain Markers and The Future

 Back to Bushido, and I’ve really dived in now! Been playing a few games a week for the past couple weeks and I’m having a great time learning all the tricks of the ninjas and finishing them off for good hobby-wise. Now that I’ve got them all painted (see the last one, Axiam, below) I worked on making up the terrain pieces for the Shadow Wind Clan so I can use them as options and have them represented properly.

For the terrain, the Smoke Fields (I made 3 because of the ways I can put them out mid-game, and I can’t see myself needing any more than this) were just based up like all of my models were while the Hidden Tunnel Passage got a bit extra work with needing the tunnel built up. I decided to also create a door for it to make it look a bit fancier, and the structure of it is made mostly from MDF offcuts from terrain kits that I built structure onto.

With those all finished up, I’m all done for Bushido until I get the inevitable 2nd faction or more ninjas, and I'm looking at shark business more and more... I am planning on doing some writeups about using the ninjas now as well, which should be done in the coming weeks as I play more games!

Monday, 14 June 2021

Malifaux Season 2 Errata- My Thoughts

 With Gaining Grounds Season 2 also comes a new errata for the season, and with it some really big changes. I won't go deep into all of it but I will try and give an opinion on it all, and some of the bigger ones that affect me personally I will talk about more in-depth. Those models that I have already mentioned in my previous tactica I will talk about mostly here as a lot of them have changed in big ways. 


General Changes

The big one here is Focus and Distracted. They cancel each other now, but Focus can only be stacked to 2 while Distracted has no limit. The buff to Distracted makes a lot of keywords that relied on it a lot better now (Performer, Qi and Gong, even a lot of Redchapel) and Focus stacking isn't the easy decision it used to be. 

Summoning now gives any model summoned a token that treats them as having a summoned upgrade, so things that trigger off upgrades or kill summons outright now have a whole lot more use

Additional Master hires are now capped at half the list total, which means effectively a cap of 2 masters (3 if Viktorias). Five Guys in Outcasts is dead and we mourn the loss


Outcasts

Leveticus got a huge spanking in a lot of ways, but he is still Leveticus in spirit. He has less health when he respawns, and less ways to burn through his wounds for benefits, but he still hits insanely hard (and his melee stat went from 5 to 6 which is great) and is still the respawning beater he always was, just takes some more finesse to keep him alive and his ceiling for damage is lower. 

Big Jake changed in a very interesting way, with his respawn after death now being a Demise Ability (meaning it can be ignored now) but also being any turn, although once per game. It means he has more table presence if he dies early on and can do a bit more, but it also means there are a lot more ways to counter him from coming back. 

Now for the huge change, and one I love a lot- Talos. For such a minor thing (+1 Df and Wp) his survivability has gone way up and made him a real choice IMO, and his attacks now synergise a lot better with the crew as well. His hammer being able to attack buried models is very welcome and brings him in line with the rest of the keyword, while the loss of Glimpse the Void and replacement with Void Maw is also really nice because it still works, but it lets him play with all his toys a bit more. All in all I love this change and I'm taking Talos a lot more now. 

Wanted Criminal got a complete rewrite from being crap to being a funny situational take that works pretty well. Disguised for Minions is amazing and I love the potential for what it can do, but Free Loot is also useful in a lot of places (not really Bandit, Obliteration or Infamous, but Mercenary and even Amalgam get a lot out of it). Escape Plan is also hilarious because it makes things so much faster, especially in places like Mercenary or on Prospectors where they can be stacked with other abilities for movement bonuses.

Scavengers got nerfed so they won't be seen in every Outcast crew OOK, but they're still decent enough in Amalgam as a support piece that I can see one of in a crew. In general this is a healthy change to stop All Stars forming again. 

Another "death to All Stars" move that I really appreciate, the Midnight Stalker had a big hit to his survivability and a few of his other traits were reworked as well. He now no longer can gain keywords, but Face in the Crowd makes a lot more sense for how the character works and Work of Art is a really nice thematic ability that will trigger on himself far more often than Threaten did which is a very good change. 


Ten Thunders

McCabe. This one is really big because it almost completely changes the playstyle of one of my favourite masters, but I understand why it needed to happen. Losing built in Rear Up and Make Way! being removed entirely seriously cut down his damage potential, and him moving enemies and not himself with the bullwhip is less insane mobility. He went down 2 wounds so he’s easier to kill, but the bonuses he got are great. Being able to put upgrades back onto himself now is great for keeping them moving, and giving every keyword model -2 to their TNs is massive in a lot of ways- Desper’s Leap, Hucksters in general. The keyword and McCabe crews now are pretty good IMO and they’re mostly geared towards being a real scheme crew instead of just having their master melt the enemy crew under a dozen duels

Youko got a rewrite, and she has some actual actions to do now which seem to do enough to make her pretty great all together. 

Sun Quiang nerfs are fine, he still does most of what he did before anyway but just isn't as difficult to take out as he used to be and he doesn't heal quite as much as he did. 

Yan Lo got really slowed down on recycling his own models, which I feel like is a way of Wyrd keeping it to the theme of him being able to just bring back his crew from death instead of deliberately killing them for greater benefit to yourself. Ash Ascendant also changed, losing built in hazardous and concealment for 2 triggers on the action to add hazardous or concealment. This is another way of slowing down his efficiency and making him work for a lot more which I don’t have much of an issue with

Trained Ninja replacing From the Shadows for Flick of the Wrist reduces a lot of alpha potential for Thunders overall, and moving Stealth to minion only means a lot of things that wanted it before (I’m mainly thinking about Mr Tannen here) don’t have a huge use for it. Flick of the Wrist is ok, but it’s definitely situational and Trained Ninja in general is now a lot more niche


Bayou

So'mer Teeth Jones got a few tweaks so that his summoning and the crew's blasting potential isn't insanely oppressive, but really he is still quite good. Bayou Two Card being activation only is a small change (outside of the sheer amount of out of activation shooting So'mer can do), but it means the Lucky Effigy/Emissary has a real place now with it's bonus action as well. 

Sparks is now a henchman (gone are the days of breaking All Out Brawl) and he changed a lot otherwise as well. Scrapyard Mines has a bit less reach with it being only the markers now and not auras around scrap, but it’s still definitely useful. Pack With Explosives is also now gone (and Bombs In Yer Belly with it) replaced with a trigger on Now Yer A Robot, which itself had a lot of changes. Under Pressure and Burnout, both previously excellent triggers, are now sadly gone but Pack With Explosives and Galvanise are both very useful for the crew. Sparks being a henchman also now means he can lead crews, and having 2 keywords he is a very very interesting option to take. Tricksy and Foundry have some interesting synergies with each other and I’m looking forward to putting it on the table myself. Command Construct in keywords with a ton of constructs and especially on a model that can make models constructs is excellent to have as your only bonus action


Resurrectionists

Schtook and Undergraduates both took big hits which make the crew a lot more healthy to play against and stop the insanely high alpha strike potential they used to have. He can't give Valedictorian Fast any more, Undergrads can't teleport across the table any more so they have to all walk up, and Academic Broadcast got kneecapped in terms of its huge amount of bonuses (now being once per turn and an either or bonus, not both). They'll still be an awesome crew to play and really good, but they aren't as oppressively strong as they were before. 

Ikiryo got a bit of wording cleaned up, likely so she still works with either version of Kirai now that titles are on the way. 

Lampads got a bit of a rework where some things are worse, some are better. Overall it's a positive change I think that will make them see more table time.

Necropunks Leap got both easier and harder. They lost the mask, but went up to a 6 from a 4 so it needs lower cards to get off but it needs the suit so they aren't moving around quite as quickly. With both Amalgam and Transmortis getting nerfs it was highly likely that their best scheme runners would be nerfed too and here we are. 

Madam Sybelle got a big buff, and it should be enough that she has a definite niche now in keyword, but I know a lot of people are still preaching her uselessness. She went from a mediocre beater/tank IMO to a support piece, and the support that she does give is useful when the situation presents itself (especially with Claim Jump back, she can stop it being scored fairly easily)

Toshiro got changed slightly to be a bit more restricted in his actions, but I'm not really sure on how badly this affects him. I always saw him as more of a support piece for a minion-heavy Yan Lo crew as opposed to the mainly named character lists, so I guess with this idea in mind the change is very minor. 


Guild

Reichart got the buffs he finally deserved, and is now a decent piece in a Basse crew with a lot of synergies. Execute on his claws was something he should've had from the start, and him getting additional ways to attack while doing things the crew wants (Kick Up Dust) is really good for him to have

Phiona Gage nerfs are a hit to Guild All Stars and really happened because she was being taken everywhere. She is reworked into being a Journalist piece that can potentially be decent in other keywords, which is good because she didn't have a huge amount of synergy before with her keyword. 


Neverborn

Bowman and Dreamer nerfs, pretty much expected. Not being able to summon Stitched Together is massive, but also probably not a bad idea all things considered. 


Arcanists

Kandara is a slight wording change so you can't draw jokers, just a clean change to be in line with a lot of other similar abilities. 

Mech Rider giving a model a second activation has now changed a lot, with it being cost 8 or less (so no reactivating your biggest beaters or the Rider itself) and the activation has to be immediately after the Rider ends its activation. Still undeniably a very strong ability, especially with how rare reactivates are in 3E, but it got curbed in its oppressiveness. 

Magical Training being living only is a big change but it stops some of the more commonly-seen combinations for it

Colette lost a lot of stats and in general just has to work more for what she had before. Not having built in Df trigger hurts but it’s fair, and her sword being 3” range was honestly a bit silly anyway and it makes more sense thematically at 2” like most longer range melee attacks. She also lost range on a bunch of other things so she doesn’t have as huge a reach, so overall she is going to be in the danger zone a lot more instead of being able to safely do whatever she wants

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!