Wednesday, 4 March 2020

Arena Rex- My Thoughts

Something a bit random today, I've decided to write up an overview for the game Arena Rex which is one I really love for thematic and gameplay reasons on top of the gorgeous sculpts. It's been a while since I've played a game so I may be slightly rusty on the exact rules, but my overall thoughts on the game still stand.

The game is made by Red Republic Games and can be found here. It's a great little game based around combat between opposing cohorts of gladiators in an alternate-history world where the Roman Empire is fractured into a bunch of smaller states and each have their own cohorts to represent them. Ancient Rome, Greece and Egypt are all represented in these ways with their own special rules as well as a traditional gladiator band and a group of combined Vikings and Native Americans which help add to the uniqueness of the setting (America is Atlantis as far as they are concerned). It is also possible to play a cohort of wild animals with their beastmaster or the dreaded Gorgons as their own factions although these have their own playstyles and are somewhat different mechanically to the rest. The miniatures themselves are beautiful boutique resin pieces in roughly 35mm scale, they don't require huge amounts of cleanup or gap filling and for more problematic pieces (mainly spears and whips) they provide metals instead of resin so as to avoid warping or snapping. Below you will find my own Helleniki warband with most of the original models for that faction, which are some of my favourite sculpts in the entire range (I prefer ancient Greece to Rome in general, something reflected in my university studies as well).

In terms of gameplay it is a super simple skirmish ruleset that is based off card count over any specific points system. Cards are incredibly well-balanced and usefulness of certain models tends to come from synergy with others (what may seem like a bad model with one thing may be amazing with another) and they still have a system of having "stronger" models like many of the wild animals and Gorgons by giving them 2-stage cards- this means they count as 2 models for list building so a 3 model Gorgon list is in reality a 6 card list- and these cards reflect how these models get weaker as they get injured (or in some cases angrier and more unruly). The other things of note in the ruleset are the uses of terrain (you don't use huge amounts of terrain, but they are known as "hazards" which fatigue, damage or even outright kill models pushed into them) and the favour and fatigue systems which forces alternating between models in your own cohort but also adds a degree of resource management that all players need to keep an eye on. Fatigue can be gained to boost your own actions (which themselves are limited to set numbers) or to take extra during your turn, while they can also be gained to react to opponents in their turn in a variety of ways. However, fatigued models cannot do as much as fresh models and the opponent gets bonuses against them, while the worse step of exhausted is almost a death sentence in most cases. This is what plays into the resource management of the game as you want to play with fatigue for as many bonuses as you can but you don't want to get caught out with too many exhausted models or else you will suffer, so fatigue management becomes a big thing to learn (mainly when and where to remove fatigue to keep yourself activating for longer). Favour is the other resource to play with, and basically becomes extra dice to add to your attack or defence pools that become extra successes over normal dice or can pay for special abilities on model cards that require favour cost. They are limited in how many you get though, and often the only way to get more is to take damage on your own models so it's another thing to be careful about when and how you're using them.

The combat system in Arena Rex is the biggest part of the game and encompasses all the rules I have already mentioned. It’s pretty simple in that attacker rolls their Atk stat in dice, defender rolls Def stat in dice and each 4+ each player rolls becomes a net success. Defender successes cancel attacker’s successes, and if the attacker has any left over they consult their damage tree. Each success is one step down the tree and you can choose to go any direction down it but you are forced to go down one branch (no jumping across). There are different results on the tree with different effects but the main ones can all be seen on the example of Hermes below- numbers are a damage number, the straight arrow is a push (1” for each result of push, which also does 1 damage and attacker can then follow), gain a favour with a wreath (same symbol as on the health track which is also favour gain) and the circular arrow lets you move and lose fatigue but you must end your activation. Looking at Hermes he may choose with 4 net successes to start either with 2 damage or a push, although either one result in 2 damage on the 2nd success that can then be chosen as either 2 damage or a push, but also optionally to sacrifice all further successes and gain a favour. If he was to choose the damage or push he could then use his final success to deal another 2 damage for a potential 8 (which is then reduced by the defender’s Arm stat). There are some other more advanced rules that can be involved with combat (biggest being counterattack as a reaction) but that is generally the main sequence of the game.  

The last thing of note is the way scenarios are played. Most involve some degree of zone control and are quite simple last man standing type deals (or rather, first to have uncontested zones so you can wrestle and force someone out without killing them outright), monster hunts or “bodyguard” type missions where you have to protect a specific model while your opponent tries to assassinate them. Games often go for 30-45 minutes and play really smoothly so it’s a good side game to play when you want to space out longer games during a games day. In general Arena Rex is a really great game and quite thematic (you really feel the sense of gladiator combat and every action has an impact) so I would recommend it to anyone.

Sunday, 1 March 2020

Men of the East- Middle-earth Easterlings Tactica

For what is the last of my current Middle-earth tacticas I'm now covering the last of the armies I own and play- the Easterlings. The gleaming horde aren't the strongest army around but they certainly are nice looking and fun to play with a very unique playstyle sitting somewhere in between Gondor and Isengard without the shooting strengths of either army. They're also unique in Evil in that their magic outside of standard Nazgul magic is entirely buff-based and can turn the targets into killing machines.



Army Rules
The regular army rules for the Easterlings are interesting and slightly disappointing in that none of them trigger until the game is as good as over. Your Easterling models get +1 to their courage after they break meaning they're harder to run away and also more likely to pass Terror once they're broken. Ideally you won't break and can't benefit from this (and with Easterling special rules they're hopefully surviving easier) but they do also always get to choose to reroll the dice to end a game once per game should it end sooner than they want. This has recently been errataed to only work if 25% of the army is from the Easterling list (something which was a bit of an odd decision IMO but obviously necessary) although if you're playing themed lists this is likely to have not been an issue anyway.

Models
Khamul the Easterling- Like all the other armies of the Fallen Realms the Easterlings get a named Nazgul, but with the special fact that Khamul is one of only 2 wraiths to have been a character from the books (alongside the Witch-King). Although his stats are the same as the majority of the named Nazgul, except for his lower end Will as a combat wraith, he has some great rules to help him out with what he wants to be doing. Although he has none of the Easterling standard rules, he does have Harbinger of Evil, Terror and Will of Evil like the other Nazgul which makes him harder to charge but at the penalty of his own Will points if he is involved in fights and once he loses all 12 Will he dies. He does however have Essence Leech which regains his Will for every wound he deals and lets him spend a point of Will to increase his Attacks, Fight or Strength by 1 but cannot be used on mount stats. This is only relevant on the Fell Beast (as only the Fell Beast's strength is higher than any of Khamul's stats) but in any case is still useful because it can get him up to Fight 6 or 2 attacks before charge bonuses or Heroic Strike (which he does also have). The best method of using him in his best build is on a Fell Beast (as opposed to with armour or either kind of horse) because it gives him increased movement, Fly and access to monster special attacks plus the Fell Beast's Strength of 6 in addition to Essence Leech. Even if he does lose a fight he is still difficult to wound at Defence 8, and also has some good magic to mess with an opponent even if it is a lot less reliable than other Nazgul. His best spells are Transfix (on a 4+) and Compel (on a 5+) but his spells tend to be on the harder side to cast compared to his fellow ringwraiths and some of them are just not worth casting (Black Dart especially) or very situational. Because of this I would use his magic sparingly in situations it wins you fights quite easily and will get you Will points back anyway. Last thing of note is that he has Heroic Channeling (obviously for his magic) and Heroic Challenge which can come in handy when they need to. 

Amdur, The Lord of Blades- The un-subtle named hero of the list, Amdur is a pure combat beatstick through and through. He has a very good heroic statline but the most important ones are his Fight 6, 3 attacks and 3 wounds so he is a pretty great combat model. Otherwise he has fairly standard rules for an Easterling in Phalanx and Gleaming Horde, plus Unyielding Combat Stance to ignore being Knocked Down on a 4+ (not always relevant but still really nice) and Blood and Glory to regain Might when he kills heroes which is really nice considering he has a great package to win fights. Fight 6 and 3 attacks is just the start, but his weapon is also Elven-Made to help him win draws and he is counted as a banner for all Easterling models (including himself) so he will always benefit from the reroll in duels, and he has the always-good Heroic Strike and Heroic Challenge for more niche situations. In addition, if enemies declare Heroic Strike against him, he may also immediately declare it without spending Might meaning he can get a certain degree more versatility in fighting enemy heroes. As this is his main role, he gets the extra bonus of not only regaining Might if he kills the enemy leader via Blood and Glory but he also gets to increase the range of his banner effect to 6” which is a huge bonus to the army. He is best used on a horse for obvious reasons (extra damage and increased banner effect from bigger base) but otherwise he is a really great option to take in your army.

Easterling Captain- The baseline hero of an Easterling army, they are also the cheapest heroes available at 50 points. They come with a hand and a half axe (great because it's one of the few easy ways to crack armour in Easterlings) and heavy armour, plus the Phalanx and Gleaming Horde rules which I will discuss more below with the Warriors and Kataphrakts. Their armoured horse upgrade comes with losing the glaive and replacing it with a sword so is a loss in reliability for mount bonuses, but still worth taking. The shield upgrade makes them D7, possibly 8 mounted and as such is somewhat useful, but the 5 point bow isn't so great. Their stats are fine for a Captain and won't disappoint for their cost, but they're mainly a cheap way to bring in good amounts of troops and get access to Heroic March.

Easterling Dragon Knight- A generic combat hero, Dragon Knights are really efficient blenders for their cost. In effect Captains that replace access to troops and March for pure combat power, the Dragon Knights also have a big downside in that they are Minor Heroes and can only have warbands of Black Dragons so require heavy investment to take regular warbands outside of them. That said they are very good fighters for their cost with Fight 5, Heroic Strike and 2 Might (although they also have no Will or Fate so are prone to being one shot or shut down by magic) while packing Blood and Glory and Unyielding Combat Stance like Amdur with all that entails. They can benefit from the Shielding rule even without shields, but with 3 attacks and a decent fight value they probably won't need it too much. They pay a premium for an armoured horse at 15 points, but it makes them so much better so it is something I would almost always take. 

Easterling War Priest- These are the heroes I would never leave home without. Although the mounted model is incredibly rare and expensive, for 75 points as a Hero of Fortitude you get good value out of it already. Unlike Captains or Dragon Knights getting bonus attacks and defence, they are basically 2 wound Warriors with 1 Might, 1 Fate and 3 Will. Their only Heroic Action is Channeling which obviously leads into their magic, and their role to either buff the army around him to pass all courage tests (Fury on 3+, or the channelled version for an extra save) or to pick one specific model and give them a great strength boost (Bladewrath on a 2+). The Easterling Battle Stave carried by War Priests are pretty great weapons too counting as your choice of either a spear or a two-handed axe which like the Captain lets you pierce armour if you need to (not that you should with a War Priest). Their biggest downside is not having Shieldwall or Phalanx which means they are more vulnerable than the rest of the army but as a backline support caster that isn't huge anyway as they won't be wanting to be on the front lines. 

Easterling Warrior- the army’s core, Easterling Warriors are based solely around being the most efficient pike block in the game (that isn’t to say most consistent, that belongs to Uruks). They have the Phalanx rule which lets them benefit from both shield and pike which is excellent, and they also back away in 3 ranks instead of 2 which means you can double support and not get trapped. These together mean Warriors should pretty much always be running in 3-deep formations (I prefer sword/shield, pike/shield, Black Dragon/pike/shield as my ranks) and it looks really good on the table too. They have fairly average stats overall (they’re basically evil WoMT and Fight 3 especially hurts) but they can benefit from a lot of buffs across the army particularly from War Priests, banners and drums.
Easterling Kataphrakt- The cavalry option for Easterlings, they have a few quite amusing tricks but ultimately are very low output when it comes to damage. The same statline as a Warrior with shield but mounted (including Phalanx which really only helps them backing away) plus they get a horse and the Gleaming Horde rule for 6 points extra (1 for Gleaming Horde, 5 for horse). Gleaming Horde is a pretty neat rule because it gives them the bonuses of Shieldwall while mounted and it affects the horse too which is a great way to protect them from shooting, plus it even benefits heroes with Gleaming Horde while they don't have shields. It means you very often if not always want to run a couple Kataphrakts at minimum just to give Shieldwall to your mounted heroes for the added protection it gives. Their stats are not great for shock cavalry and as such are much better used for flanking forces or objective grabbers, as with their stats they will not reliably be wounding much even if they win fights and get knock down bonuses. They do have great wargear options though in the War Drum and Banner which are great support pieces I would never go without in armies 500 points or higher (although from about 500-700 the Banner isn't mandatory if you run Amdur). The drum gives you options for some insanely high movement speeds in the army (just not charging) as with a Heroic March you can hit up to 20" movements on the Kataphrakts, 11" on the foot troops and 22" on Khamul if he is on his Fell Beast. The ability to completely dictate engagement from this is a really good boost to the army for pretty cheap. 

Black Dragon upgrade- both Warriors and Kataphrakts can take this upgrade, which for 2 points per model gives them +1 to their fight and courage values. The courage bonus is largely irrelevant given the other bonuses Easterlings have, and 2PPM is expensive for +1 fight, but in the pike block it does the job well. Think of it like a bow where you only need to give it to 1/3 of the formation, but everyone can benefit and the Black Dragon can sit safely at the back giving his benefits. On Kataphrakts it’s a bit different because there’s no support, but it’s still a decent option to get around their fight 3 and attempt to mitigate their weaknesses on the combat front (average fight and strength). 



Example Lists
In all of the examples at every points level below I will mention an Amdur option and a Khamul option, as I think the 2 shouldn't be seen together until at least 600-700 points, and then at 750 a list with Amdur only and a list with both. I don't think either option is necessarily better than the other because they both bring very good things to the table, but they do require very different uses

400
Amdur
Amdur, Lord of Blades
-Armoured Horse
Warband
5 Easterling Warriors
-Shield
4 Easterling Warriors
-Shield
-Pike
4 Easterling Warriors
-Shield
-Pike
-Black Dragon

Easterling War Priest
-Armoured Horse
Warband
2 Easterling Warriors
-Shield
2 Easterling Warriors
-Shield
-Pike
2 Easterling Warriors
-Shield
-Pike
-Black Dragon
This list is a fairly no-nonsense pike block with Amdur as a beatstick and the War Priest for support. Simple, effective combat list that at this points level you don't necessarily have the big weaknesses of the Easterlings in wounding models (as there won't be a huge amount of higher defence models so you can probably just out-dice them) 

Khamul
Khamul the Easterling
-Armoured Horse
Warband
4 Easterling Warriors
-Shield
4 Easterling Warriors
-Shield
-Pike
3 Easterling Warriors
-Shield
-Pike
-Black Dragon
Easterling Warrior
-Banner
-Shield

Easterling War Priest
-Armoured Horse
Warband
2 Easterling Warriors
-Shield
2 Easterling Warriors
-Shield
-Pike
2 Easterling Warriors
-Shield
-Pike
-Black Dragon
Same as the last list, but with Khamul so you have magic control and shutdown instead of all out fighting. Everything still works the same otherwise, just with more magic to hit the opponent with to shut off any bigger hero that they have until you can deal with them.  

500
Amdur
Amdur, Lord of Blades
-Armoured Horse
Warband
4 Easterling Warriors
-Shield
5 Easterling Warriors
-Shield
-Pike
3 Easterling Warriors
-Shield
-Pike
-Black Dragon
Easterling Kataphrakt
-War Drum
2 Easterling Kataphrakts

Easterling War Priest
-Armoured Horse
Warband
4 Easterling Warriors
-Shield
4 Easterling Warriors
-Shield
-Pike
4 Easterling Warriors
-Shield
-Pike

Same idea as the 400 point list, just using the extra points to fill warbands out. It has a bit more cavalry and a War Drum to go with the phalanx this time so it can be a bit more all-rounded in its approach.
Khamul
Khamul the Easterling
-Fell Beast
Warband
4 Easterling Warriors
-Shield
3 Easterling Warriors
-Shield
-Pike
5 Easterling Warriors
-Shield
-Pike
-Black Dragon
Easterling Kataphrakt
-War Drum
Easterling Kataphrakt
-Banner

Easterling War Priest
-Armoured Horse
Warband
3 Easterling Warriors
-Shield
3 Easterling Warriors
-Shield
-Pike
2 Easterling Warriors
-Shield
-Pike

-Black Dragon
Like all the other point levels taking Khamul over Amdur hits the model count, but in this case you have a magic using hero that is a decent fighter and also on a Fell Beast backed up by some fairly consistent troops and a great support hero.

 600
Amdur
Amdur, Lord of Blades
-Armoured Horse
Warband
4 Easterling Warriors
-Shield
3 Easterling Warriors
-Shield
-Pike
3 Easterling Warriors
-Shield
-Pike
-Black Dragon
Easterling Kataphrakt
-War Drum
2 Easterling Kataphrakts

Easterling War Priest
-Armoured Horse
Warband
2 Easterling Warriors
-Shield
2 Easterling Warriors
-Shield
-Pike
2 Easterling Warriors
-Shield
-Pike

Easterling Captain
-Armoured Horse and Sword
Warband
3 Easterling Warriors
-Shield
3 Easterling Warriors
-Shield
-Pike
3 Easterling Warriors
-Shield
-Pike
-Black Dragon
2 Easterling Kataphrakts
Adding in an extra warband over the 500 point list, this one again does the same job just with a Captain. The potential for Heroic March+War Drum combos as well lets you move very quickly up the table and threaten objectives a lot sooner so you can dictate your terms to the opponent. 


Khamul
Khamul the Easterling
-Fell Beast
Warband
4 Easterling Warriors
-Shield
4 Easterling Warriors
-Shield
-Pike
5 Easterling Warriors
-Shield
-Pike
-Black Dragon
Easterling Kataphrakt
-War Drum
Easterling Kataphrakt
-Banner

Easterling War Priest
-Armoured Horse
Warband
3 Easterling Warriors
-Shield
3 Easterling Warriors
-Shield
-Pike
3 Easterling Warriors
-Shield
-Pike
-Black Dragon

Easterling Dragon Knight
-Armoured Horse

Only slightly changing the 500 point list, this focuses on increasing the model count in your warbands and then adding a good mounted combat hero in the Dragon Knight to help you fight out other enemy heroes where needed (especially with Bladewrath). It’s a grinder list that focuses on heroes, but that’s almost any Easterling list. 

750
Amdur
Amdur, Lord of Blades
-Armoured Horse
Warband
3 Easterling Warriors
-Shield
3 Easterling Warriors
-Shield
-Pike
3 Easterling Warriors
-Shield
-Pike
-Black Dragon
Easterling Kataphrakt
-War Drum
Easterling Kataphrakt
-Banner
4 Easterling Kataphrakts

Easterling Captain
-Armoured Horse and Sword
Warband
2 Easterling Kataphrakts
3 Easterling Warriors
-Shield
3 Easterling Warriors
-Shield
-Pike
2 Easterling Warriors
-Shield
-Pike
-Black Dragon

Easterling Captain
-Armoured Horse and Sword
Warband
2 Easterling Kataphrakts
3 Easterling Warriors
-Shield
3 Easterling Warriors
-Shield
-Pike
2 Easterling Warriors
-Shield
-Pike
-Black Dragon

Easterling War Priest
-Armoured Horse
Other than the magic from the Priest this list can be handwaved as a fairly historical list which is great fun, and using historical tactics in it is the way to go. It's a fairly good pike block led by some great combat models and it has good support (2 banners and the Priest) so you should be able to get work done with it even with their traditional lack of armour piercing. It all moves very quickly, so put it up to objectives before your opponent and play the defence game. 

Khamul
Amdur, Lord of Blades
-Armoured Horse
Warband
4 Easterling Warriors
-Shield
3 Easterling Warriors
-Shield
-Pike
3 Easterling Warriors
-Shield
-Pike
-Black Dragon
Easterling Kataphrakt
-War Drum
4 Easterling Kataphrakts

Easterling War Priest
-Armoured Horse
Warband
2 Easterling Warriors
-Shield
2 Easterling Warriors
-Shield
-Pike
2 Easterling Warriors
-Shield
-Pike
-Black Dragon

Khamul the Easterling
-Fell Beast
Warband
4 Easterling Warriors
-Shield
3 Easterling Warriors
-Shield
-Pike
3 Easterling Warriors
-Shield
-Pike
-Black Dragon
Easterling Warrior
-Banner
-Shield
Like all the other list variations, lowering the model count for Khamul adds some offensive magic at the expense of versatility through Captains and the extra models. This list does bring the Fell Beast though to make Khamul a real threat and alongside Amdur can take out any high level hero between them. The other 750 point list is overall a lot better, but getting in Khamul with your pike blocks and Amdur is still a good thing. 

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.

Tuesday, 25 February 2020

Deathstroke and 3rd Edition


Greetings! My first ever BMG article on my good gaming buds blog! I'm a wargamer of many, many years ( Warhammer 1st edition back in the early 80's!!!) Couple of years ago I decided to give BMG a go having been a lifelong devotee of the Batman universe! I grew up watching Adam West camping it up as the bat (I still think Burgess Meredith is the quintessential Penguin!) as an 19 year old I remember going with mates to the old cinema complex on George St to see Tim Burton's take.
Here I am at my 3rd birthday with some of my cousins and one of them, Adam has my Boy Wonder doll! Im the one with Jason on his Tshirt! :)


 Now why the Stroke? Deathstroke is in my top 5 Batman characters. I played him extensively in 2nd edition, usually in my Mr. Freeze crew and always found him a great piece. Towards the end of 2nd edition the consensus was that he had become too expensive when compared with some of the newer models. I''m looking at you Merciless! Most of us that played 2nd edition remember the killing power of the Stroke.
Now in 3rd edition i think the reset has been great for him. yes, he is still pricey but my goodness he gets some work done. I have used him in my Freeze crew in 3rd ed and everything that makes the opponent wary of him is still there!


Lets look at his card and what it all means now in 3rd edition (Disclaimer: Its all very new and if i make a mistake let me know and ill revise!)
Now 145 is still a whopper cost but lets move on. Funding zero is good especial when we talk about the crews he can go in and lead, more of that later.
Will power 7 is solid and 8 endurance great. Attack and Defence 5 is awesome in this edition. In conjunction with his Bo and playing of cards you can get 6 attacks plus the strength die re rolling misses. then every two hits adds an extra one! I have had him hit someone for 10 stun, then the blocks are quite hard with attack 5. The issue with stun is of course they can recover. The sword is scary with double blood but not as reliable as the Bo.
Acrobat is still one the strongest abilities in the game and the dodge combined with his stealth makes him hard to hit. Undercover and moving 11 " means he can get to where you want him fast turn 1 even.
Counter attack is totally cooked now! He takes one stun to activate it through an effort then every block he makes for the rest of the turn he can counterattack which means an AUTO hit back with your choice of weapon. Think about this you come in and he rolls 5 block dice, lets say conservatively he blocks two, that's 4 blood! Now if the opponent chooses to come in an attack with someone else they too will cop counterattack because you always roll block dice now. Again blocking the counter attack will be hard with attack stat of 5 if you can block it but at the moment I don't think its clear.
Hidden sniper is great as well but i forget to use it most times. Its a special action so he can do it and still use his normal attacks after moving if he has audacity (and i cant see why you wouldn't give him an audacity counter every turn.) With the strength die its a possible 4 blood followed by his attacks . Situational but could really ruin someones day!
Martial artist is still good to make sure when he is the thick of it he isn't getting penalised.
Soul Armour is much better now, just use his special which unless you sniper you can every turn and heal two damage of any type.Useful if you just used effort, especially if blocking and then counterattacking.
So that is his card, worth every point i think but now lets look at his place in crews.
In any bad guy he is a great add especially given he costs no funding. He is more than capable of controlling a wing of the board and doing whatever you need him to to fulfil objectives.
Now the exciting part for a big fan of the Stroke. You could take him as a leader in Militia last edtion but now with the rolling of Bane and Militia together in Soldier of Fortune you can give him a zero cost upgrade to make him a sidekick in SoF and thus he can be the boss! With his pick of Bane's boys and  militia you can get some pretty fun crews to play! Deathstroke with sniper cover from Barsad with night vision and Sharpshooter, plus any other tricks like smoke etc he becomes a powerful alternative to leading your crew with Bane. I hope they release some Mirakuru soldiers at a later date!
Now I'm off to jankify some lists and plan for my next Deathstroke onslaught!

Jason


Last Blossom- Malifaux 3E Misaki Tactica

Another Malifaux tactica today, this time Misaki. Thematically one of my top 3 favourite masters (alongside Parker and Tara) she's got a really fun playstyle and her crew look great doing it. More of a ninja-type style with a lot of movement shenanigans and good damage dealing, she is well suited to scenarios that are a mix of scheming and damage.

Keyword abilities-
Charge Through- On a crew that is fairly heavily tilted towards melee combat this is really good to have. The shooters don’t have it obviously, but it just gives positives to damage on melee actions generated from a Charge action. It’s simple but it works, and it can counter things like Hard to Wound pretty well.

Assassin- Quite a simple ability that is on a lot of the models in the crew, if they kill models that haven’t activated they gain Fast. It’s swingy but also very good, especially when you consider this crew as one that fights to achieve schemes in advantageous positions (yes that’s most things, but it’s a huge part of Last Blossom)

Shadow Markers- Not an action or ability per se, but a lot of things in the crew play off of Shadow Markers. They themselves do absolutely nothing but a lot of models in the crew have tricks with them (mostly placement, but Minako can summon off them and Yamaziko uses them for card draw) so it’s important to make sure you have ways to generate at least a couple outside of Misaki because they really are great value.

Keyword models-
Misaki- The star of the crew, Misaki is a real lynchpin for Last Blossom as a whole because of all the work she does. She has Charge Through and Extended Reach as you could probably expect, Mobile Warrior to charge while engaged, Df6 and Wp7 with 12 wounds and a slightly low for the keyword Mv5. She can however choose to play a shell game with Shadow Markers, as she can choose to bury in the start phase and place 2 Shadow Markers anywhere within 8” (which happens every time she is buried- even by enemy effects) and then in her activation can choose to unbury at any Shadow Marker with the penalty of -1Mv for every 2 friendly models that have already activated that turn. In all this is a really great way to keep your enemy on tilt and to make sure your own plans can go off safely, while also just being a free way of moving Misaki around every turn (as long as you keep some from earlier turns, she can teleport around like crazy). As for her actions they are very good, with 4 actions that all make her work differently. Her bonus action is a tactical and needs a 4 to go off, and lets her shuffle cards from the discard back into the deck for every other friendly that hasn’t activated. It means if you have a really hot hand she can activate early, do a ton of work and then put your high cards back into the deck to use later in the turn. The crow trigger lets her hand out Stunned to enemies within 8” unless they discard cards for each crow you shuffle back in (this works really well with Execute- cheat high cards for Execute and then put those cards back in to try and force Stunned). Her other tactical action needs an 8 and targets any other friendly model within 8”, letting them take the charge action (or if they are Last Blossom, they can charge while engaged). This is a great way to extend the rest of your crew and reposition but also to hurt enemies more in advantageous positions and use your good beaters for more damage (mainly Crime Bosses and Ototo). As for her attacks she has an 8” range Shockwave that needs a 6 to go off, and is Shockwave 1, Mv13 and damage 2 which plays into her hand destruction mechanics. As for triggers she has a ram trigger for a second Shockwave marker, or a tome trigger to make a Shadow Marker in base contact with the Shockwave just before the Shockwave is removed (so the action still fully resolves as normal). Her Bisento is her main attack though, being a stat 7 attack vs Df which is always excellent despite the somewhat average 2/4/5 damage (which can be boosted by Crit Strike) and the action has a 2” range so she can hit models while usually being somewhat safer. Reposition on a mask gives her some movement potential to get around while attacking, while Execute threatens killing the opponent or hurts their soulstones and hand which is a great way of controlling the enemy crew.
Shang- As far as totems go Shang is pretty good cause it plays nicely with what the crew does but is still somewhat unique in how it works. Arcane Reservoir is nice for the crew in general (but especially Minako) and for 4 stones Df5 Wp6 and 4 wounds is definitely acceptable. Insignificant is fine and Assassin is sort of there, and Shang also ignores all damage from Burning but the big ones are its support roles to Misaki. It has the same Channeled Healing action as Karina being able to target buried models (only Misaki in this crew unless you play against models that bury you) and Flickering Flames allows Misaki to treat Shang as a Shadow Marker to unbury from at the penalty of dealing 2 irreducible to Shang (half its wounds which is big). Attack-wise there’s nothing special, It’s Claws are decent for a totem with Flay(cheat damage through negatives on a mask) and Blaze(Burning 1 for each Tome) as great triggers while it also has the Heavenly Blaze Shockwave attack needing a 6 and at range 8”. It’s Shockwave 1, Mv12 and damage 2 which is decent as a way to get through an opponent’s hand, and as far as Shockwaves go it’s pretty damn good
Ototo- Almost about as unsubtle as Last Blossom get, Ototo is a big beatstick. With Ruthless, Charge Through and Assassin he is already geared towards combat somewhat but having a 2” range 3/4/5 weapon at stat 6 vs defence, plus possible Crit Strike he hits super hard when he needs to. He has another trigger which is pulse 2, all enemies must pass a TN13 Mv duel or gain Slow which ties into my next point with him- he’s tanky. Despite his Df/Wp4 which is pretty low for 10 stones, he has Armour 1 and Hard to Kill with his 10 wounds meaning he takes a beating before he goes down, plus his only bonus action is Juggernaut for healing which he will usually do. Slowing enemies with his pulse trigger makes him harder to take out, and when he does get below half his wounds he gets positive flips to attack and damage (meaning a whopping double positive to damage if he charges and on top of that possible severe of 7). Mv5 is somewhat slower in the crew, but he has 2” range, Misaki to make him charge outside of activation (and even while engaged) and his other tactical action The Storm is Coming which is a 6” range Shadow Marker drop on a 5 that has some additional effects. If he is within LoS of a friendly Leader the Shadow marker has the same effect as his Thunderous Blow trigger but on Wp instead of Mv (pulse 2, TN13 or gain Slow) which is great to control AP in enemy crews, plus the mask trigger on this action lets Ototo place in base contact with the Shadow Marker. Because of how the place works, his 40mm base and his 2” melee it can be a huge threat extender while still getting out Shadow Markers for the rest of the crew.
Minako Rei-Easily one of the best henchmen in the entire game (and bound to be changed in the coming errata), Minako is an excellent piece with special synergy in a Misaki crew. With Charge Through and Assassin as expected, Minako also has her own special piece of kit based around her Karmic Fate upgrades on the front of her card. As a Df/Wp trigger on a Mask she can discard any in play Karmic Fate upgrades and choose to attach it to the attacker after resolving the attack, and afterwards whenever Minako suffers damage a model with the Karmic Fate upgrade suffers an equal amount making it a big risk to hit Minako at all. Her stats are pretty great at Df and Mv6, Wp5 and 8 wounds for 8 stones, plus she also has Laugh Off to shut down enemy movement effects on her. On the back of her card she has some nice actions, with her attack being a 1” range stat 6 vs Df attack that does a respectable 2/3/5 damage, but the built in trigger makes it Irreducible if the target has a Karmic Fate upgrade which is a great way to penalise people trying to attack her. The ram trigger is also very useful in that it gives Adversary (Last Blossom) which will obviously not matter much when she is being taken as a Versatile hire but is very relevant in-keyword. She has a 3” ranged summon which I will discuss a bit further down in more detail (but it’s great and fairly reliable in-keyword plus in a couple other keywords) and her bonus is to simply draw a card if the opponent has more cards in hand which is very nice if it happens.
Yamaziko- This is the henchman I would most skip for a variety of reasons. Although she has some good stats, abilities and actions she doesn't entirely work with what the crew does best and dictates a specific kind of list built around her to get her most value. Charge Through and Extended Reach are fairly standard and Honorable is nice, but Nimble will only be used the first couple of turns unless you’re in a position where neither of her other bonus actions will be relevant or because you want to set up either scheming or an attack run, which are jobs that should be done by other models in the crew. Finesse is good if you’re at risk of attack but not amazing, while Great Teacher takes a card to use but it synergises really well with a lot of the keyword and some Versatiles. A gunline with her using Samurai, Snipers and Archers is pretty effective and can put out a ton of damage but it’s leaning hard into her and she isn’t a tough kill by any means. Her Yari has a good range to engage things and it’s an ok attack overall with decent triggers, but it’s not something to rely upon and a melee henchman with only stat 5 isn’t great at any cost. Master Tactician could be useful to eat the opponent’s hand (and then set up Execute runs with Misaki) but it’s very specific in who it can target and reliably go off on (that being a Leader with low Wp). All in all she’s a model who looks good on paper but every time I try and put her on the table I struggle with how I could’ve gotten more value out of something else as Yamaziko whiffs yet again.

Katanaka Crime Boss- One of the equal most expensive minions in keyword (which isn’t really saying much, they’re all between 6-8 stones), the Crime Bosses are pretty great models for area control if only a little slow in reaching those areas. They have Extended Reach and Charge Through, plus Protection Money to draw cards after enemies drop schemes near them (including if Wokou force them to) and they can choose not to move from enemy effects or in enemy activations which flat out removes a lot of control options unless you want them to happen. They have a chunky 8 wounds with Df5 and Wp6 so aren’t too fragile, but Mv4 hurts them a bit. They do have a 2” melee range to compensate though which is excellent, and their stat 6 vs Df 3/4/5 damage is very nice. It has Unworthy of Her Attention for card draw and a Pass, but also Heave on a ram to place the target anywhere within 3” of the Crime Boss to play into its area control role. The other attack it has it Pressure which is range 8” stat 5 vs Wp and must target non-Leader enemies within 3” of a scheme or friendly Shadow marker but has an excellent effect in that the target must either discard a random card and take 2 damage or function as an Obey. The mask trigger then pushes the target 2” away from the Crime Boss to play with placement more which is great fun as the Crime Boss can lock down zones so the rest of your crew can do their thing. Its bonus action tactical needs a 4 to go off on a friendly scheme or Shadow marker within 6”, and then places the Crime Boss into base with it (even the slowest model in keyword has speed tricks) before pushing all enemies within pulse 2 away 2”. By removing an enemy scheme marker within 2” you can take an attack against a model pushed on a ram trigger, while on a crow you can remove a corpse marker to instead give every enemy pushed Distracted +1. The ram trigger is better given the choice, but if you have the crow trigger and nothing else you take it.

Katanaka Sniper and Thunder Archer- The shooters in Last Blossom, both are cost 7 although the Sniper is probably slightly worse. Both models are Df5 and 7 wounds, but Thunder Archers have higher Wp, Mv and the bonus of Chi tokens to add to their duels so are more survivable, plus Archers have a very relevant Df trigger to get out of combat. They both ignore Friendly Fire and Concealment and both have Assassin, but the advantage of the Sniper is that it can engage in combat far quicker with From the Shadows and Sniper to all but guarantee turn 1 shooting with at least one shot or just to start in a position to scheme right from turn 2. The Sniper also ignores Cover which is great and has one higher severe damage, plus Crit strike, Reposition and Unworthy of Her Attention to gain Pass Tokens. It is, however, less accurate even before factoring in Chi tokens and the triggers on the Archer. The Archer ignores Incorporeal on its attack which is great in that situation, and with its triggers can get Irreducible damage for a ram and a Chi, on a tome can draw a card if they cheat damage and on a crow can give +1 damage and Staggered if the opponent is within 3” of a friendly Shadow Marker which are all very useful. The Sniper actually has a melee attack which stops it getting locked in combat, plus its bonus to freely move out of combat, which is a good bonus over what the Archer can do outside of damage. The Archer has Target Practice to remove markers up to 18” away (with the difficulty increasing with the range) and as a bonus can add blast damage to their shots needing an 8 (with a tome trigger to Concentrate and thus gain Focus or Chi). In general, I would take an Archer in most cases except for when there are either incredibly fast enemies on the table (primarily Neverborn) or if there is an abundance of hard cover on the table in which case the Snipers are better.
Torakage- In my opinion these are one of the most efficient scheme runners in the game, a far cry from their 2E mediocrity. Mv7 Agile alone means they will get where they want when they want, but their bonus action Ninja Vanish is another possible 6” place on a 7 and their Shurikens have built in 3” movement as well with Onslaught so they can be throwing out damage while they move. Stealth is a great way to keep them alive too as even though Df and Wp 5 isn’t bad with 6 wounds it isn’t fantastic either. Offensively their ranged attack is low damage but high utility, and their melee attack is respectable with a movement trigger (have I said Torakage can move?)  and a trigger that is on both their attacks. No Witnesses is conditional and requires no other enemy to be within 12” and LoS of the Torakage (so use terrain where possible) and if so you get +1 damage and ignore armour which is very useful in Thunders in general.
Wokou Raider-A shared keyword model with Parker, Wokou Raiders are a bit odd in how they work but they’re very good nonetheless. They’re a melee model with a little bit of shooting, working as a tarpit and damage dealer that still has the classic Bandit scheme marker removal you’d expect. They borrow Charge Through from Last Blossom, getting positive flips to melee damage flips on Charges which goes well with their damage track (2/4/5) and positives to attack built in with some great triggers. Drop It! is typical as a Bandit, Critical Strike is good for the extra damage should you get rams and Coordinated Attack is better in Last Blossom than Bandit given the melee preference over Bandit’s gun focus, but always good when it’s relevant. Defence 5 is pretty average for something of their cost, willpower 6 being good, but Combat Finesse and the fact opponents can never cheat melee attacks against them is a very big boost to their effectiveness. Bullet Proof is something they share with Gunslingers and Kunoichi giving them a little edge against guns as well, while they have Life of Crime to gain Fast when they activate and not Assassin. This is somewhat easier to trigger if the opponent is using scheme markers (or in Parker), and synergises well with their Ever-Changing Wind which lets them move (not push) 3” when an enemy scheme marker is placed within aura 6, meaning you’ll easily be able to get in 4” to remove that marker when they activate. A New Horizon lets them place scheme markers around as a bonus action for a 4 of tomes, moving the marker 6” of its current location when the action is declared which can counter an opponent very well.

OOK/Versatile models-
Samurai- One of the higher cost Versatiles, the Samurai often get compared with Fuhatsu because they are both high cost Versatile tanks with gatling guns. However for me the Samurai edges out over Fuhatsu for a few reasons specifically related to the two masters I play in Thunders (Misaki and McCabe) and basically boils down to it being a minion over a henchman. In Misaki's keyword, the Samurai can benefit from Yamaziko's buffs but also gets the big benefit of being able to take From the Shadows and be made to charge turn 1 from Misaki with very little setup (which then gets the benefit of both Rush and Blade Rush so he's better at it). The Samurai is also great at both shooting and melee (with its Daito ignoring armour, something Last Blossom tend to struggle with) while being deceptively tanky for Df4 between Armour 2 and Juggernaut, and having the option to Concentrate as a bonus action and thus gain easy Focus if he doesn't need the healing. On top of all that once he does die he gets to make an attack action targeting the attacking model (notice attack action, he can shoot or melee as long as the Demise is triggered) for one last little bit of extra damage before he goes away (and see just below how you can repeat it!)

Terracotta Warrior- As a cheap model it has its own value as an activation, and for 4 stones it's pretty good. Ruthless and Armour 1 for it's cost are both great, and Df5 is solid despite its 4 wounds. Its melee attack is definitely not fantastic, but its tactical actions are because of the sheer versatility they give to the crew. Just Like You! lets you copy any non-bonus tactical action from a higher cost model in the crew at -2 stat (things like Ototo's Shadow Marker drop or Misaki's charge order are great options if you have the cards) and Mold of the Other lets you replace the Warrior with a minion or enforcer that died earlier in the game (another big reason I like Samurai over Fuhatsu is this interaction). This replace also heals it 3 so it isn't then super easy to kill, but is a good way to turn a cheaper model into something that can possibly have far more impact on a game.

The Minako Summons- 
Katashiro- Cheap glass cannon summons, Minako only needs a 10 of tomes to summon one off of a scrap or Shadow marker which "only" gives it a Flicker token and Slow (which you don't majorly care about). Shadow markers are more reliable, but once the Katashiro dies it becomes its own resource to continually summon off if that's what you want to do. It has very low defensive stats and is easy to kill at Df/Wp4 and 5 wounds, but they can put out some decent damage for their relatively low cost to the crew. They have Made to Kill to attack once they're placed (including when summoned), Blade Rush for if they charge through models (not too common but useful, also synergises with Misaki) and the standard 2 Oni abilities in Flicker. This means they can gain a Flicker token every time they perform a duel to gain positive flips to the duel and any damage flips working like a far easier Focus, but if they have 3 at the end of any activation they die meaning you have to manage it (or just not care because they're summons). They can discard one if they kill a model but with the way you'll usually be using them they'll be at a point it will kill them regardless of if they discard a single one or not. Their back of card has a few actions, with 2 bonus actions- one to discard a card to end a condition, and the other to place within 5". You might think at first glance the trick is to remove Slow when they activate, but in reality the far better option is to use the place and get a free attack off it anyway that can then generate another attack with its trigger so you still cap out at 4 attacks a turn (it's 6 without Fast or Slow but that assumes you're using the place and not removing conditions). It has a 6" range action that removes a condition on the target and puts it onto the Katashiro at up to +2 of its value at stat 5 vs Wp and needing a TN of 12 to succeed. It's not a bad way of getting around things like the Fire Golem, Experimental models or just anything with Focus because it forces a hard decision on them that can very easily risk death should they fail. Their Claws action is the way they become bombing blenders though as even though it is only stat 5 and 1/2/4 damage Flicker fixes that with its easy positives, and the excellent mask trigger to gain a Flicker and attack again so you can just keep going. You'll likely end their activation with far more Flicker than 3 which will kill them, but it drains cards and deals damage so is probably worth it.

Wanyudo- As a summon, it’s not super reliable. It requires a model to first damage Minako Rei, her to put the upgrade on with her trigger and then the model with the upgrade to die which is possible but very specific and they can just pitch cards to get rid of the upgrade before that (which is still bad, but it stops a swing if they die). If Minako doesn’t kill the model it also takes 3 damage and gains Slow which shuts down its ability a lot more as well. As for the Wanyudo itself it’s a very good model for Misaki’s crew but doesn’t do all that much that’s unique. It’s Mv7 Unimpeded with Trample so can get wherever it wants to go, as well as forcing TN12 Mv duels when it moves through models with Burning 1 and 1 damage as a downside if they fail. It itself doesn’t take damage from Burning and can charge while engaged (nice with Misaki making it charge to force even more duels). Its actions are decent with a great melee attack resisted by Mv that puts out Burning and moves it around more, Breath of Fire for ranged blast damage (strictly inferior to just charging with it’s range) and a bonus action to force enemies to take a Burning damage immediately in pulse 3. All in all it’s a great mobile model that is probably best used to hunt down scheme runners and run schemes itself, but I wouldn’t really hire it in a Misaki crew.

Upgrades-
Trained Ninja- The regular effects of Unimpeded and Stealth are quite good and synergise with Last Blossom pretty well (so they should- thematically Misaki has a bunch of ninja-esque models). The minion buff however turns it up even further, giving From the Shadows which is great value for 2 stones. On Samurai it’s expensive but excellent, Torakage can get into position to scheme very quickly and Archers can use it to shoot from turn 1 to name a few good interactions with it.

Masked Agent- This upgrade is the best option in Thunders and really helps out your combat models. It adds With Me so the model can carry a nearby friend when it takes the Charge action (even out of activation- thanks Misaki!) and Unnerving Presence to shut down Resistance Triggers in a huge bubble, while adding Coordinated Attack as a trigger to all minion attacks. Wokou already have this so it isn’t hugely beneficial (but they gain the same benefit as any non-minion), but the best in terms of most benefits gained is the Crime Boss as despite its slow speed it gets the bonus from every part of the card. Ototo or Misaki herself are other good options but lose Coordinated Attack, which isn’t really that huge anyway when you’re as reliable as they are (and have better triggers in Misaki’s case)

Silent Protector- This gives Hard To Kill and Challenge normally which alone are good in the right situation (that being something already tanky) and minions add on Take the Hit. Misaki as a crew don’t have a huge need of this upgrade given their trend towards more mixed scheming than heavy combat, but it could be decent to protect the weaker pieces in the crew. It has jank with Yamaziko giving them positives (so pass off Yamaziko onto this model who then has a positive to defence) but that is more of a gimmick than actually always good. 

Deployments- Really, all deployments are good for Misaki because the crew has enough tricks to get up the table blindingly fast and do what they want to. It only really affects scheme selection and how they play that way because some things are affected a lot. 

Strategies-
Reckoning- While you can manage a pretty top-heavy crew of beater henchmen here it also gives up a lot of points when doing so. My advice would be to stick with the minions that can dish out damage (Archers, Wokou and Crime Bosses primarily) with a henchman or two to support (usually I would say Minako and Ototo for summons/beating and straight up damage respectively)

Plant Explosives- Easy, you can move around far better than most crews to actually get where you need to so once you've done that you're set.

Corrupted Idols- With the ability to just pop up almost anywhere on the table pretty easily they can get around to toss Idols, but at the same time the super mobile models don’t have a huge amount of wounds so they risk getting badly hurt in the process. Shang can help mitigate this though and going OOK there are great ways to get healing in crew (Sun Quiang and Low River Monks especially) so it’s not a bad option

Turf War- Like Parker and the Viktorias before, Turf War is a decent strategy for Misaki. She has mobility and damage in spades so she can do what she needs to in order to score points.

Schemes-
Detonate Charges- Not a bad scheme to take because of the mobility and ease in disengaging of Torakage as well as the marker movement of Wokou Raiders, but the crew lacks major ways of putting out markers without the Interact action so it’s not a super easy thing for them to do.

Breakthrough- Misaki herself makes this somewhat easy, but an opponent can still play around it by destroying Shadow Markers, and it’s still dedicating your (somewhat combat focused) Master on dropping schemes in the backfield

Harness the Ley Line- Torakage are who you take here, because they will get where they need to be quickly and put down the markers. It’s not unreasonable to expect a turn 2 scoring of Ley Line with this crew because of their mobility

Search the Ruins- Another one that’s fairly good to take because of their speed, just use the movement to jam into the opponent’s half and start dropping markers down.

Dig Their Graves- Not bad but not great either. Some jank can be done with suicide Katashiro to get scrap out and the mobility of things lets you drop markers where you need but Dig is just far better done by Mei Feng in faction

Hold Up Their Forces- Not a great choice given the focus on expensive models. Might be worth it if the opponent has even more expensive models (some Resurrectionist builds in particular) but you’ll be giving up points here more often than scoring.

Take Prisoner- Easy to deny with the crew and not bad to score yourself. It plays into exactly what they want to be doing on the more expensive models (being in combat) and is especially good with Wokou Raiders

Power Ritual- In Flank and Corner deployment this is easy VP. Use your movement on the fast stuff (Torakage and Misaki in particular) to run up and get markers down early and be safe in stopping your opponent countering (you will get there quicker in almost every case) but don’t take it in Standard or Wedge because it’s too difficult to get into the opponent’s 2 corners to get the VP

Outflank- With the amount of tanky models in the crew (particularly henchmen) Outflank is an easily telegraphed but not so easily countered scheme. They don’t do it especially well compared to other options but they do a good enough job at it any Last Blossom player should consider choosing it as a scheme.

Assassinate- This one is really worthwhile depending on who the enemy Leader is. If they’re someone you can get into and cut down quickly then go for it, but the more defensive Leaders (especially ones with Protected) are going to be a slog where you can’t just scalpel them out. Misaki is safe enough against it with her tools, but it is something you have to use subtlety and careful placement to get right.

Deliver a Message- Again, Torakage. You have the potential to easily get to the enemy Master and interact so the first point is doable, the second one is somewhat harder. Like most crews it’s done with careful planning but you have to have a plan to get the 2VP

Claim Jump- This one can work very easily, but the opponent can counter it easily themselves. Ototo is a good pick for it as are Wokou because they can stand long enough to get out of engagements and score the point (or just beat down whatever is engaging them) and Ototo in particular has heals to keep him above half wounds.

Vendetta- Not great. Sure you have some excellent mid-cost models (looking at Wokou and Crime Bosses in particular) but they also have a ton of 8-9 cost models which will absolutely be targets for Vendetta. Like in Reckoning I would restrict the amount of henchmen I take here because it gives the opponent a lot of choice.


GG1
Strategies
Symbols of Authority- Dropping Shadow Markers all around the place you can really pressure the defence while you push up from multiple angles, and Misaki has her own really amazing defensive models too in Crime Bosses or even Yamaziko. Extended Reach is the best bet because it makes them waste their time.

Recover Evidence- Misaki can’t be stopped burying which means she alone can scalpel out models with Intel where needed, but also your own crew are fast and good damage so you can fight on your terms to get Intel out.

Corrupted Ley Lines- There are models in the keyword with great movement tricks to work as Lodestone carriers, but the no-place clause hurts a lot more. There are great things to be done here I think, but you're not getting the most insane value out of them that you would in other strategies. 

Public Enemies- Same deal as Reckoning with the crew, except there’s no more hiding behind expensive minions to deny the opponent. Just go for the expensive beaters and tank/hit away

Schemes
Breakthrough, Take Prisoner, Vendetta, Assassinate, Claim Jump- Nothing changed here, so my points from above are still my opinion on them.

Hidden Martyrs- There are plenty of really juicy targets in Misaki's keyword, and the best part is you can bring back a copy through Terracotta Warriors if you want as well. Torakage are especially excellent choices because at cost 6 they fit nicely as half of your choice (or you just pick 2) 

Sabotage- Pop Misaki and Torakage up the back and get this pretty easily. Not sure what else to say

Catch and Release- Torakage can actually do this pretty damn well. It's not a terrible option should you want to do it cause they have plenty of ways to disengage, just keep in mind that you paint a huge target on them once the first point is out

Let Them Bleed- Playing a top-heavy crew isn’t a fantastic idea because of the possibility they can score against you, but the expensive models in-keyword are also great beaters and pretty tanky so they can score it themselves.

Leave Your Mark- I don't like this scheme and I've already written about that elsewhere, and that doesn't change at all here. 

Research Mission- Hey look, you have fast schemers and Shadow Markers so you just need one more to generate it in-keyword. Suiciding Katashiro is an option, but you can just hire certain tech pieces out of keyword if you absolutely have to generate markers and don’t want to rely on corpses/scrap being generated mid game (or just strat markers)

Spread Them Out- Easy as. Relocate around the table, drop schemes. Convert Shadows into schemes with Torakage and use Misaki to get into positions to put schemes down, you can get the 2VP without much hassle.

Runic Binding- This is actually not bad because of the Torakage action to swap Shadows into scheme markers so you can drop Shadows where you need and then convert them when you want to score. The speed of the crew and also access to Wokou means you can score it easy enough

GG2

Strategies

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

Turf War- Same as it used to be, same opinion as before

Break the Line- I think this is a really great strat for Last Blossom because they have insane mobility and placement options so they can get to shoving markers around really early, while also having the defensive ability and damage to protect the markers from being pushed by enemies.


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, Claim Jump- They’re the same as GG0, same as my thoughts there.

Death Beds- Chuck shadows next to things that need to die, then kill them. It’s not necessarily as easy as it sounds, but it also isn’t that hard