We have started a map based Batman campaign at Lord of War this past weekend. I was able to get in a game using my Scarecrow vs the Gotham City Sirens. It was a good game, I was not able to snatch victory in the end, but my crew performed much better this time.
One of the MVPs for the game was the Militia 1 model that I had just painted. The carbine that he carries (Damage: 1Blood, ROF: 5, Ammo: 2, Firearm, M. range, Assault 3) is great. The assault allows him to shoot 3 times after moving. However it was this model's personal traits that excelled; Veteran and Shooter. Veteran allows the player to move 2 of this model's action counters when he is activated. So I can put some counters in defense or special at first, then move them up to attack with the carbine. Shooter was also very useful in this game. It allows the player to choose to ignore one Ping! role when attacking with a ranged weapon.
Scarecrow was also very very effective this game. Especially with some of the new upgrades in the Arkham Knight Campaign book. The "Secret Laboratory" is incredible. It has several functions. First it gives Scarecrow "Scientific" (increase Special to 4, but worth an extra victory point if killed). It allows Scarecrow to choose which counters are lost due to fear (instead of the controlling player). It also imposes a +2 penalty on your opponent willpower role when Scarecrow uses his "Inspire Fear" ability. My favorite benefit is you choose two henchmen at the start of the game, use them to measure range when Scarecrow uses "Inspire Fear" as if Scarecrow was standing where that model is. This allows you to keep Scarecrow relatively safe while sending a cheap henchmen into the thick of things to gas multiple opponents.
My crew for the Campaign |
On the other hand, I did find out it hurts when your opponent mind-controls your Brute with 4 attack counter. Poor Diablo never knew what hit him.
Kevin
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