Mostrando entradas con la etiqueta Green Arrow. Mostrar todas las entradas
Mostrando entradas con la etiqueta Green Arrow. Mostrar todas las entradas

lunes, 12 de febrero de 2018

[BMG] Novedades KM Febrero... la Liga emerge de las sombras

Muy buenas a tod@s.


Directamente desde Zur en Arrh aterriza un nuevo Batman
Nuevo mes, nuevas remesa de novedades; y como viene ocurriendo desde hace algún tiempo tenemos una buena cantidad de miniaturas nuevas, alguna revisión y también paso de minis antiguas en metal a resina.

Como primera novedad KM nos ha sorprendido con un nuevo Batman, el de Zur en Arrh; que no está en venta, pero se regala por pedidos superiores a 100 euros en su web (una pena no  poder adquirirlo a través de tiendas). En cuanto a perfil no disponemos de su tarjeta, tocará esperar que empiece a llegar a manos de la gente para ver qué nos ofrece esta versión algo tocada de la cabeza de Bruce Wayne.


viernes, 14 de julio de 2017

Releases July KM

Hi everyone.

Just 2 weeks after the last release of novelties, we have here the ones of this month of July, all mainly focused on Batman Miniature Game, although many of them belong to Multiverse and therefore include profiles also for DC Universe Miniature Game.
Meet the new bat-tricks of this new version of the Dark Knight looking at his profile
Starting with the character who gives the name to this game, Batman (150/$0), has the umpteenth version of he and is a new line of miniatures, those of the comic book series Rebirth. As far as his BMG profile is concerned he has a new Dark Knight of 150 reputation points but with a different approach to his Arkham Knight version, while the latter offers a profile very thought to deal with the most dexterous rivals (Master Fighter, Batarangs, Martial Expert), this one offers another game style with something more of control (Informer, Self Discipline, The World's Greatest Detective). His World's Greatest Detective will allow him to choose a rival model and that this has to be the first miniature to activate of his crew, ideal against Henchmen, which combined with his own Informer to cancel 1 rival pass, makes him a suitable character to focus the gameplay in the Batsignal: while a quick companion (Damian Wayne, Batgirl ...) turns it on, he can move around the rest of the table forcing (rather trying) to activate the first to the rival who is keeping the focus . Even though he does not have a +1 to base to hit, his Sneak Attack + Master of the Stealth will allow him to win that bonus in the round he stealthily attack, in addition to making it harder to spot than the Stealth (visible at 15 cm or less). The other strong point to highlight is his value 9 of Willpower, something new to date in "normal" profiles (until now only had Wonder Woman). As far as mobility and endurance are concerned, just like his siblings have all of Wayne Tech's technology.

In DCUMG he provides mobility especially thanks to his Batclaw, which can use all the rounds, and his option of free deployment (Infiltrator), and although his Dark Knight will also allow him to gain a few inches, is more a defensive tool. As a support member he also has things to offer: his Tactician Master added to his more than worthy value of Willpower will allow to activate 2 consecutive miniatures; while with his Most Dangerous Man on the Earth is able to deplete some of the defenses of the rival or make it even vulnerable to damage, suitable for his companions to deal with gods like Superman or Darkseid. His good values of defense (except for Supernatural) in addition to his Batarmour make him a character also resilient, although offensively is where less has to contribute.

Discover the Maroni family and what they are able to do, consulting their profiles
For approximately the same cost in reputation (not in $) as this Batman (148/$400), Organized Crime continues to make its own through the streets of Gotham, and in this case led by another of the great mafia bosses of the Town: Sal Maroni (73/$0). This new Leader for the band brings things quite different than those of his staunch rival for control of the underworld: to start convert his Henchmen somewhat more "hard" than usual (The Boss) since leaving them KO will not report any VP to the rival, to this it is necessary to add the weaponization to him that means to have him since he is able to improve the range of a few pistols of his band until 40 cm (Long Guns). Remembering the shooters of short reach that this crew has access to today, we have:
  • Mr Pink (55/$0): Although it is true that it is a tournament profile, we can not forget it. Not only doesnt cost $, but he becomes in a "Deadshot Jr" thanks to his 40 cm Rapid Fire, and the damage of his pistol is completely lethal.
  • Boris (33/$200): Like Mr. Pink, one of his strengths is his 100% lethal gun, in addition to the rest of traits that, combined with improvements of equipment, make of him almost a must among the mafia.
  • Delta (33/$300): Having Loeb as second in command would not only give access to the Gotham Police Department, but also another $300 (to add to the extra $300 of Maroni for Dirty Money) extra and greater options to link Henchmen, which is not negligible in a crew designed to abuse them. Delta would bring all its stamina and advanced deployment.
  • Vipera (27/$300): Like Delta, he contributes his advanced deployment, but in his case in addition his gun is equipped with Silencer.
  • Turk (25/$400): Perhaps the greatest benefited by this trait. For years forgotten, Turk returns with the desire to shoot his 2 pistols at a time to a not insignificant distance.
  • Fat Johnny (22/$150): For only $150 is available a medium range weapon. It may not be one of the first shooters to be chosen, but his low cost makes him fit in on many lists.
  • Prisoner 05 (20/300): At first glance perhaps the least striking of all, but he is still someone with annoying smoke grenades and able to shoot at 40 cm although only with his gun, which is not McEnroe...
Thus, a crew led by Salvatore becomes more dangerous when the amount of Henchmen is maximized.

Battista (29/$250) provides a weapon with a base range of 40 cm (shotgun) and can increase the durability of these Henchmen, normal, somewhat weak (Defense 2 and/or Endurance 4) thanks to his Take Cover. Fat Tony Johnny (22/$150) provides a useful profile at a distance and in melee, where he has the same attributes as many famous characters (Attack 4 and Force 4+, 3+ with his bar), and despite their lack Defense value ensures you do not lose counters for damage accumulation (Sturdy). Finally Hitler Malatesta (24/$0) useful to go quickly through the battlefield (Fast + Move 3) and reach an objective and control it with all hiss aggressiveness thanks to its weaponry in addition to Ferocious to push without having to pay for it. Do not forget that all of them can also be included in the crews of Two Face, Black Mask and LexCorp.
Find out here what these new militiamen are for Scarecrow

One of the releases that had been waiting for months are these new militiamen for Scarecrow. If there was already a Commander among the militiamen, it is now time for a Lieutenant, the Militia Lieutenant 2 (35/$100), who stands out above all in melee thanks to his weapon (Electric Baton) and his value of attack (Attack 4), ideal to deal with the most dangerous rivals; in addition to providing some mobility to the crew (Follow Me!), which will be especially usefull for the Brutes. Militia 3 (20/$0) can be useful when defending thanks to his shield, and taking into account his ability to re-position counters (Veteran) to take action before being attacked if he so wishes, that neither it is necessary to underestimate his facet offensive due to his Extendable Baton.
From Gorilla Island comes Grodd and his retinue of apes
... Shaman of the tribe included
And that for many is the fat plate of the month: the Gorilla Grodd crew. The first thing to note is the material in which they are made since they are not made of white metal, but plastic resin. Perhaps for this reason it has been possible to sell such metal resin curls without making the product even more expensive (39.95€ the pack).

As far as crew performance is concerned, both blisters make a total of 250/$100 points. Grodd himself offers a mixed profile (punch and control), being dangerous in melee (Attack 4, Strenght 2+, Reinforced Gloves and Feral to get +1 when he grabs) and with mental abilities, among which obviously is, to control rivals (Mind Control). The Shaman, despite offering a profile more than fit for combat, may be more useful as a support member, healing his teammates (Medic) and disrupting the rival's plans by forcing him to activate whom he decides (Persuasive). For their part, both Soldier are equally dangerous in the melee (although one of them carries a spear) but whose strong point is its free deployment (Undercover). In addition to being all Acrobat, this crews own strategy allows all their Henchmen to be even faster (Fast) by only 1 strategy point.

As for the role of Grodd in DCUM (and only him) stands out above all for his ability to Mind Control, which can designate one rival per round to attack a partner.

24 new levels for a Suicide Squad team
23 new levels in the héroes side
And the last of the "releases" of the month are the re-packs of renowned characters that can be found in both games, whose main incentive is the economic savings they suppose after the price hike a few months ago. For 37.5€ you have 3 miniatures that would cost about 60€ (to 12.5€ the miniature).

But this is not everything, since two packs incorporate improvements in their DC versions to make these characters more playable in this game that, month after month, receives novelties without having them:
  • Black Manta
    • Gain the Special Power "Provocation" (the equivalent of Persuasive on BMG)
  • Killer Frost
    • +1 Level (7)
    • +1 Power (7)
    • -1 Strenght (2)
    • Gain skill Scientific
    • +1 Phisic Defense (16)
    • +1 Power in the first section of her Endurance bar
    • Her atack Ice Storm cause Ensnare/3 instead of Ensnare/2
    • Her Special Power Freeze Zone cost 1 POW less and apply 1 point more of Ensnare and Distract
    • Win the Special Power Iced Floor
  • Professor Zoom
    • +1 Power (8)
    • His attack Phase Strike aplies the Irresistible effect.
  • Green Arrow
    • +2 Phisic Defense (17)
    • His attack Punch Arrow cause Stun/3 instead of Stun/2
  • Flash:
    • His attack Supermasscritical Punch loses the Distract/2 effect but gains Irresistible
  • Hawkman:
    • Cost 1 Level less (8)
    • Gain the Special Power Nth Armor
    • Gain the Special Power Reincarnation
After these two consignments of releases so closely followed, now play a time of rest for our pockets to recompose. What would you like to see next?

Greetings and we keep reading in La Biblioteca de Alfred,
Xermi (translated by Josito)

jueves, 13 de julio de 2017

Novedades KM Julio

Muy buenas a tod@s.

Apenas 2 semanas después de la última remesa de novedades, ya tenemos aquí las de este mes de julio, todas ellas principalmente enfocadas a Batman Miniature Game, aunque muchas de ellas pertenecen a la gama Multiverse y por lo tanto incluyen perfiles también para DC Universe Miniature Game.
Conoce los nuevos bat-trucos de esta nueva versión del Caballero Oscuro mirando su perfil

domingo, 12 de marzo de 2017

Perfiles alternativos #001: BMG. Al Sah-him

¡Buenas muchachada!

En la medida de nuestras posibilidades, iremos subiendo, cada domingo, un perfil alternativo a miniaturas de Knight Models ya existentes o a modelos de otras marcas que creamos que puedan tener cabida en el universo de DC.

Gracias a Josito, hoy comenzamos con el perfil alternativo de Arrow (miniatura de la serie de televisión) como Al Sah-him, actuando de Leader, tanto de la banda de Green Arrow como de la Liga de las Sombras.



Alternative data sheets #001: BMG. Al Sah-him

Hi there!

We'll try to propose an alternative data sheet every Sunday, using Knight Models' models or adapting miniatures from other brands to DC Universe.

Josito has prepared an alternative profile for Arrow (TV show) as Al Sah-him. This Arrow can be act as Green Arrow's or League of Shadows' Leader.



miércoles, 6 de julio de 2016

BMG ANÁLISIS OLIVER QUEEN (DKR)




En el clásico “El regreso del caballero oscuro” (1984), Frank Miller nos presentaba un Oliver Queen avejentado, retirado ya como Green Arrow, y sobre todo lleno de rencor. Además de su gran barba blanca, seguro que todos recordamos cómo el personaje había perdido su brazo izquierdo, e incluso se nos llegaba a insinuar que Superman tenía algo que ver con aquella amputación.
En su última tanda de novedades, ambientadas precisamente en el citado volumen, Knight Models nos ha traido junto con Carrie kelly y los Sons of Batman, esta veterana versión de Green Arrow. Veamos con más detalle que nos puede ofrecer a nivel de juego.





Lo primero en lo que podemos fijarnos es en su coste, tan sólo 75 puntos. Es por tanto (aunque por poca diferencia) la opción más barata en puntos de la que disponen los jugadores de Green Arrow para liderar su banda. Es una buena elección si queremos o bien incluir un par de agentes libres con un coste más elevado, o por ejemplo formar una banda más numerosa que incluya más secuaces de los habituales. ¿Merece sin embargo la pena renunciar a un Green Arrow más poderoso?

Lo primero que sorprende es, que a pesar de costar mucho menos que sus “hermanos mayores”, su perfil de atributos permanece prácticamente intacto. Seguimos conservando el ATA y la DEF en 4, así como la FUERZA, y a cambio sólo vemos reducido nuestro movimiento, con un valor de 2. Y lo que es mejor, el Willpower mantiene su valor de 7. Como punto de partida, por 75 puntos tiene un perfil nada desdeñable.

Sería imposible continuar analizando a Oliver Queen sin compararlo con la versión de Green Arrow “Animated”, de valor muy similar (77 puntos). ¿Cuál merece más la pena? ¿Se adapta mejor el anterior a mi manera de jugar?.


Si seguimos con los atributos, vemos dos diferencias notorias entre uno y otro. La primera es que Oliver Queen tiene un punto más de Endurance que la versión animada, con un total de 8, lo que le hace más resistente. La otra diferencia, más importante, es que “Animated” tiene un Willpower de tan sólo 6, lo que le hace mucho más vulnerable al daño y frente a las cada vez más numerosos traits de control del rival. En lo único en que sale ganando Animated, es en el movimiento, con un valor de 3... pero como veremos más adelante esto no quiere decir que sea más rápido que Oliver Queen.


CADENCIA VS POTENCIA

La parte más importante a la hora de decidirnos por uno o por otro es sin duda su capacidad de disparo, y es donde encontramos también las mayores diferencias. En la versión Animated tenemos el modelo estándar del arco, con tres de munición, y a parte una flecha mucho más débil, pero que a cambio deja “stunned” al enemigo. Sin embargo a esto debemos sumarle el trait Rapid Fire, lo que le permite disparar hasta dos flechas por turno. En la versión que estamos analizando sin embargo, nos encontramos con que las flechas son mucho más potentes. Las normales realizan un daño de tres sangres (contamos con tres de ellas), y además, tenemos la conocida flecha de kryptonita (utilizada por Oliver en el cómic para debilitar a Superman), que inflige 4 sangres al rival. Nos encontramos entonces con un arsenal muy poderoso, pero sin embargo, es la única versión de Green Arrow que no tiene ninguna posibilidad de aumentar su cadencia, así que tan sólo contamos con un disparo por turno.

  • Con la versión Animada podremos llegar a infligir 4 sangres al rival, divididas en dos disparos, y además tenemos la habilidad de ignorar los Pings que podamos encontrar en la trayectoria de nuestras flechas.
  • Con Oliver, podremos infligir 3 o 4 sangres, dependiendo del tipo de flecha que usemos, pero nos lo jugamos a un sólo dado. Esto hay jugadores a los que les pueda parecer un riesgo demasiado alto. Sin embargo una vez impactemos tan sólo nos tenemos que preocupar de una tirada de daño. Aunque no ignora Ping, Oliver cuenta con Ranged Master, lo que le otorga un +1 al impactar con su arco. Esto quiere decir que contra la mayoría de secuaces impactaremos con un 2+.




Continuando con los traits, seguimos observando más diferencias. A pesar de que los dos son Acrobat, y Animated tiene un mayor MOV, Oliver es más rápido ya que cuenta con la Hook Arrow (es decir con la batgarra), lo que le nos permite llegar rápidamente a capturar objetivos, o situarnos en un lugar de tiro mucho más beneficioso (recordemos que esta versión no ignora los pings). Además, al tener cadencia 1, no nos trendremos que preocupar por mover y disparar, ni gastar contadores adicionales por el camino.

Una ventaja clara que tiene Oliver junto a Animated es su utilidad en el cuerpo a cuerpo. Aunque ambos disponen de los mismos valores en Fuerza, Ataque y Defensa, la versión veterana tiene un punto más de endurance, y lo mejor de todo, el trait “desensitized”, lo que significa que no perderemos contadores aunque suframos daño. Aunque sigue sin ser una máquina de matar (todos los GA causan tan sólo una contusión por golpe), esta versión tiene un gran aguante y puede utilizarse como un gran apoyo para obtener superioridad numérica, o acabar con un secuaz de rango bajo/medio sin demasiadas dificultades (sobre todo si lo hemos herido previamente). El único handicap en este sentido, y no debemos olvidar, es que el viejo Oliver es manco, con su correspondiente trait “One – Armed”, con el que tenemos un -1 a los golpes. Sin embargo, opino que esto se compensa de sobras con su alta endurance y su desensitized.


¿ENTONCES QUÉ VERSIÓN ELIJO?

Llegando a las conclusiones, a grandes rasgos, la elección de uno y otro depende de tu manera de jugar. Si prefieres un arquero alejado de la primera línea de batalla, dedicándose a disparar tras sus compañeros, me decantaría por la versión “Animated”. Tienes una mayor cadencia de disparo, lo que te permite disparar a dos miniaturas distintas y apoyar a dos zonas del tablero a la vez. Además cuentas con teamwork 2 para Black Canary, un apoyo a tu banda bastante importante si incluyes a este personaje, ya que le permitirías realizar dos Gritos del Canario por turno. Es una buena opción para liderar la banda y ahorrar puntos para incluir muchos más personajes. Pero ten cuidado y no corras el peligro de sufrir una habilidad de control, tu willpower deja mucho que desear.

Si en cambio prefieres un cazador solitario, con una mayor velocidad para alcanzar puntos alejados del mapa y tomar objetivos, decántate por Oliver Queen. Sus potentes flechas sumadas a Ranged Master lo convierten en un personaje ideal para cazar personajes grandes como Solomon Grundy o Cara de Barro. Además, si te haces rápidamente con un objetivo de munición, puedes usar las veces que quieras la flecha de kryptonita, causando 4 heridas con cada disparo y pudiendo además defenderlo en cuerpo a cuerpo sin demasiados problemas. Sin embargo, creo que donde brilla más este personaje no es como líder de su banda, si no como Agente Libre en una lista de Batman. En efecto, el último trait por comentar es “affinity Batman”, con ello podemos incluirle en nuestra lista del caballero oscuro, aunque perdamos por el camino su rango de líder. ¿Que ventajas tiene entonces? Obtenemos un gran arsenal de flechas, con un coste de 0$. Realizar semejante cantidad de daño con disparos normalmente nos costaría muchos $, y con Oliver nos sale gratis a la hora de confeccionar la lista. Además, tenemos un cazador con lanzacabos muy vérsatil, ya que puede seguir el ritmo de Batman por el tablero, y apoyarlo tanto en disparo como en combate gracias a su capacidad de aguante.



Por lo tanto, podríamos terminar diciendo, que como líder para una banda de Green Arrow, tenemos mejores opciones (creo que merece más la pena ir directamente a los GA caros), pero con Oliver Queen tenemos un Agente Libre para la banda de Batman muy interesante, que ofrece mucha versatilidad y apoyo al caballero oscuro por un coste muy razonable en puntos. También puede ser interesante si queremos probar una lista distinta a la habitual en nuestra banda de Green Arrow.

Nos leemos por la biblioteca, ¡un saludo Gothamitas!


PD: Os estaréis preguntando que función tiene el efecto “kryptonita” en la flecha especial. Knight Models ha confirmado en su facebook que eso sólo será relevante en escenarios concretos en el futuro.

miércoles, 15 de junio de 2016

BMG & MUMG Juny Releases

Hello everybody.

Yesterday, and after filtration which was unveiled what was expected for the coming months, Knight Models revealed the novelties for this month.

For Batman Miniature Game , this month has focused on the novel by Frank Miller: The Dark Knight Returns, with its 3 novelties of this month drawn from the pages of that book (or rather of adaptation to the small screen).
Checks that methods use Sons of Batman to help Bat in his fight against crime
The first one and already released a few days ago, consists of a new starter led by the most atypical of all Robin: Carrie Kelly, who goes on to become the character cheaper able to lead the Bat band with 54/$100, 5 points below Barbara Gordon in his comic version. Despite not having a Batclaw, it is a fairly fast and with a capacity of concealment known to date only by Kid Flash character. But she has not come alone, and that the famous Sons of Batman accompany she in the form of exclusive Henchmen for this band, each bringing something different to the band: The SoB 1 racing Policewoman thanks to his 14 reputation points, as well to offer some support with their Batlings and easier to shoot down enemy; SoB 2 offers firepower and crowd control with his sawed-off shotgun; and finally the SoB 3 becomes in the "elite" Henchmen  for this band, with a very interesting profile and skills in both attack and defense and support.
What new macabre plans will think this new Joker?
And what would become of Batman without his most bitter enemy. And it is that a new Joker has come to Gotham accompanied by his explosive bots: Bobbie, Mary and Bobbie MKII. As regards Joker has a more aggressive profile for a low cost (the cheapest to date) . His three companions, despite offering very little resistance are , as expected, to be able to blow themselves to scare their enemies; also they add more mobility to the band since they all are able to fly.
Although not fully of his faculties, Oliver Queen is still a great shooter
And finally, at the expense of seeing if someday comes the armored version of the Dark Knight (although it could well be the "Batfleck" version), comes the most striking of all Green Arrow known : the one-armed, who again has a point cost really low, and part of it is that their offensive potential its reduced to a unique arrow shot by attack by no more help than a +1 to hit. What is really striking about this new profile is one of his arrows, and yes, it is the same arrow used to help the Dark Knight in his duel against Superman: an arrow of Kyptonita, although not know what does, sure to be a pain for some as Superboy and Supergirl.
Hulk, destroys!
Turning now to Marvel Universe Miniature Game, it is impossible not to start talking about someone wearing expected arrival since the game landed: Hulk. Who is able to destroy everything in his path but at a relatively high cost. As expected, it reaches its full potential when injured, at which point it is better to be away from him, though perhaps not entirely safe because 'is able to throw up objects the size of buildings!!
If you want to know the reasons why Emma came to lead the school of mutants, look at their profile
At the expense of meeting her Phoenix version, this Jean Grey has much to offer
The other two new novelties are two of the best-known telepaths of Professor Charles Xavier school talents: Emma Frost and Jean Grey. The first can sacrifice her support capacity towards becoming a rock to return his body as hard as diamond. The second, also offers support also "cover fire" to their peers and may even throw objects with the mind.

So, after seeing this month, and in contrast to the leaked information, and only to be expected:

  • To MUMG, The Brotherhood of Mutants, where all hope at least see Magneto and Mystique between them.
  • BMG, the starter of Gorilla Grodd band
As always, throughout the month we will explain each of these novelties.

Greetings and we keep reading in La Biblioteca de Alfred and Reino de Juegos.

Novedades Junio BMG y MUMG

Muy buenas a tod@s.

En el día de ayer, y después de la filtración por la cual se dio a conocer qué se esperaba para los próximos meses, Knight Models desveló las novedades para este mes. 

Para Batman Miniature Game, este mes se ha centrado en la novela de Frank Miller: El Regreso del Caballero Oscuro, con sus 3 novedades de este mes extraídas de las páginas de ese cómic (más bien de la adaptación para la pequeña pantalla). 
Comprueba qué métodos utilizan los Sons of Batman para ayudar al Murciélago en su lucha contra el crimen
La primera de ellas y la que ya se dio a conocer hace unos días, consiste en un nuevo starter encabezado por la Robin más atípica de todas: Carrie Kelly, quien pasa a convertirse en el personaje más barato capaz de liderar a la banda del Murciélago con 54/$100, 5 puntos por debajo de Bárbara Gordon en su versión cómic. Pese a no disponer de una Batgarra, es un personaje bastante rápido y con una capacidad de ocultación conocida hasta la fecha tan solo por Kid Flash. Pero no ha venido sola, y es que los famosos Sons of Batman la acompañan en forma de Henchmen exclusivos para esta banda, cada uno aportando algo diferente a la banda: El SoB 1 compite con la Policewoman gracias a sus 14 puntos de reputación, además de ofrecer algo de apoyo con sus Batlings y mayor facilidad para derribar enemigos; el SoB 2 ofrece potencia de fuego y control de masas con su escopeta recortada; y por último el SoB 3 pasa a convertirse en el Henchmen de "élite" para esta banda, con un perfil bastante interesante y con aptitudes tanto en ataque como en defensa como en apoyo.
¿Qué macabros planes tendrá este nuevo Joker?
Y qué sería de Batman sin su enemigo más acérrimo. Y es que un nuevo Joker ha llegado a Gotham acompañado de sus bots explosivos: Bobbie, Mary y Bobbie MKII. En lo que a Joker respecta presenta un perfil más agresivo por un coste bajo (el más barato hasta la fecha). Sus 3 acompañantes, pese a ofrecer muy poca resistencia tienen la particularidad, como era de esperar, de poder inmolarse en un momento dado para dar un susto a sus enemigos; además añaden algo más de movilidad a la banda puesto que todos ellos son capaces de volar.
Pese a no estar en plenitud de sus facultades, Oliver Queen sigue siendo un gran tirador
Y por último, a expensas de ver si algún día llega la versión acorazada del Caballero Oscuro (aunque bien podría ser la versión "Batfleck"), llega el más llamativo de todos los Green Arrow conocidos: el manco, quien nuevamente tiene un coste en puntos realmente bajo, y parte de ello está en que su potencial ofensivo se reduce a un único flechazo por ataque sin más ayuda que un +1 a impactar. Lo realmente llamativo de este nuevo perfil es una de sus flechas, y sí, es la misma flecha que utiliza para ayudar al Caballero Oscuro en su duelo contra Superman: una flecha de Kyptonita, que aunque no se sabe qué hace, de seguro que será un dolor para algunos como Superboy o Supergirl.
¡Hulk, destruye!
Pasando ya a Marvel Universe Miniature Game, es imposible no empezar hablando de alguien que lleva esperándose su llegada desde que el juego desembarcó: Hulk. Quien es capaz de destrozar todo a su paso aunque a un coste relativamente alto. Como es de esperar, éste alcanza todo su potencial cuando está tocado, momento en el cual es mejor estar alejado de él, aunque quizás no sea del todo seguro puesto que ¡¡es capaz de lanzar hasta objetos del tamaño de edificios!!
Si quieres saber por qué motivos Emma llegó a dirigir la escuela de mutantes, mira su perfil
A expensas de conocer a su versión Fénix, esta Jean Grey tiene mucho que ofrecer
Las otras dos novedades son dos de las telépatas más conocidas en la escuela de talentos del profesor Charles Xavier: Emma Frost Jean Grey. La primera puede sacrificar toda su capacidad de apoyo en pos de volverse una roca al volver su cuerpo tan duro como el diamante. La segunda, ofrece también apoyo además "fuego de cobertura" a sus compañeros pudiendo incluso lanzar objetos con la mente.

Así pues, después de ver este mes, y contrastando con la información filtrada, ya solo cabe esperar:
  • Para MUMG, La Hermandad de los mutantes, donde todos esperamos al menos ver a Magneto y Mística entre ellos.
  • Para BMG, El starter de la banda d Gorilla Grodd
Como siempre, a lo largo del mes iremos desgranando cada una de estas novedades.


Un saludo y nos leemos por La Biblioteca de Alfred y Reino de Juegos.

martes, 7 de junio de 2016

BMG: Analysis Black Canary (The Animated Series)

Hello Batfans, Can I get a coo coo?
As expected, after having met the Green Arrow from animated world, it was only a matter of time before the character that... feels... a special affinity to him returns to the nest in the form of Black Canary. It is not only at a rules level that this version is 19 points cheaper (50 rep 0$) than before but that she is only available for the band Emerald Archer. She has Free Agent status and although restricted to Green Arrow crews she can also work in the new team rules as part of the Birds of Prey which will allow you to team up her with other members of this famous group of heroines.
We start as always with Movement, this caricatured version stands out not only because she has Acrobat, but also by combining this with a movement value of 4, this then has a huge impact on being shot at due to her ability to Dodge up to four ranged attacks! If you think she’s fast, being Undercover intensifies this fast advance among her crewmates thanks to the extra 20 cm at deployment and the ability to position herself on the table after objectives. The bad point of all this is that Green Arrow, with whom she has Teamwork, "only" has a movement 3 and isn’t Undercover. Although this is perhaps an ideal situation for his new single strategy Adaptable Plan (1/E) to bring him to her and not lose her forward deployment, In addition, with the recent change to Spring into the Air it makes Acrobatic characters able to reach high areas by paying 1 MC and then moving as many CM as your jumping capacity. In the case of such acrobatic characters this means that Black Canary could jump up to 30 cm.

Offensively she is not a character that will be very useful in face to face attacks or distance, with strength 5+ and Attack 3 being effective is very circumstantial, and although her Canary Cry (2SC) itself causes blood to each of those affected, she has bigger use in areas of Support/Control.

Defensively, despite having only Endurance 5 she combines this with Defence 4 and with the immunity to situations of numerical inferiority being a Martial Artist, probably due to all that rough housing with Oliver! As mentioned before, her Acrobatic, Movement of 4 together with her value of 4 in Defence makes her a hard target to shoot, in addition with up to 4 chances of avoiding ranged attack with 67% chances on each roll. In melee she’s a tough egg to crack having up to 4 counters to block, plus counters from Oliver using Teamwork/2.

Finally, Support/Control is the strong point of this Black Canary, as its already known Canary Cry (1SC) is an assault on the ears and makes all those affected under the template suffer  and loose the use of counters until the end of round, although someone with Teamwork itself could continue to use them. Her impressive danger now, is that her Teamwork/2 with Green Arrow may allow you to perform this special action twice in the same round! which of course gives rise to various combinations
  • Shout 2 times to the same group of people cause , although the Stunned effect applies only once.
  • Shout - Move - Shout, hitting several enemies in the same round, although in both cases must be 10 cm or less than Oliver.
  • Move to stay between two group of people and shout once each, but must be 10 cm or less than Oliver.
  • There is a combination, although a little beardy, that would allow you to even use her cry up to 3 times, using a Titan Dose, so that she bumps her SC to 4, she could then borrow 2 from Oliver making her a cacophony of pain in one round.
In addition, the Sonic trait has a special impact against certain characters such as the "twins" Tweed (immune to Stun effect), the Symbyote (they will suffer double damage: ) or Daredevil (he will also suffer the Enervating/1 effect). Although the Stun already prohibits the use of counters, the Sonic itself also causes loss of 1 SC to those immune to the stun effect.

As is the case with Green Arrow, your Teamwork is not focused to capitalize offensively. It can be raised so that Black Canary can use up to 6 counters for movement and is able to cover a huge amount of ground in a turn. This though would lead her away considerably from Oliver and leave her without counters for anything else (1SC + 1MC to run and other 3MC to increase the distance). She could use them to defend up to 6 times, in fact the two together with 4 DC each can be really difficult to make them fall in melee. Or, as has commented and what seems more than worth it, scream twice either at separate groups stunning a potentially huge amount of your opponents crew or twice at the same target causing 2 blood damage and the loss of a counter!

To sum up, we are faced with a character that is worth 50 points, and 50 + 77 as it is with the Green Arrow, and encouraged to reach their full potential they can make use of her Canary Cry (2SC) twice (3 if she is powered by Titan), and he doesn't need more than 2AC and 2SC for shooting.


In addition to her impressive lungs she has great mobility and protection from shots with values of 4 in movement and defence, combined with Acrobat to dodge. She also has the advantage of deploying last after objectives due to Undercover.

As a short reference, her Teamwork/2 Green Arrow can mainly be used for:
  • Move With up to 6 counters in movement (one to run and 5 to increase the distance 29-54 cm).
  • Defend as if there were no tomorrow, with up to 6 options to block (could be combined with MC to also defend against shots).
  • Blast her enemies with her audible cry twice, which could be broken up with a movement Cry- move –cry a little more.
Now, I hear the coo coo of the pigeons in the south wing and Master Wayne won’t be impressed if his new yellow Lamborghini is a mess when he wakes up...

BMG: Análisis Black Canary (The Animated Series)

Muy buenas a tod@s.
Como cabía esperar después de haber conocido al Green Arrow del mundo animado, era cuestión de tiempo que saliese el personaje con el que siente una afinidad especial y no solo a nivel de reglas (Teamwork): Black Canary (50/0$), en una versión 19 puntos más barata que la anterior y solo disponible para la banda del Arquero Esmeralda, aunque eso sí, sin galones suficientes como para tomar las riendas de ésta puesto que mantiene su rango de Free Agent. Pero esta no es la única banda en la que puede verse, puesto que su condición de Bird of Prey le va a permitir hacer equipo con el resto de miembros de este famoso grupo de heroínas y además encabezándolas.
Comenzando por el aspecto Móvil, esta caricaturesca versión destaca no solo por ser Acrobat, sino además por la combinación con un valor de Movimiento 4, aunque esto tiene mayor repercusión en lo que a esquivar ataques a distancia se refiere. Si ya de por sí es un personaje rápido, el ser Undercover no solo le va a servir para hacer de avanzadilla entre sus compañeros gracias a los 20 cm extra que gana en el despliegue, sino poder posicionarse en mesa después incluso de los objetivos. El punto negativo de todo esto es que Green Arrow, con el que tiene Teamwork, tan "solo" tiene Movimiento 3 y no es Undercover, lo que quizás lo convierta en un candidato ideal para su nueva estrategia única Adaptable Plan (1/E) para acercarlo a ella y no perder su despliegue avanzado, aunque dado que Dinah despliega después que todos, podría darse el caso de tener a Oliver en un flanco de la mesa y a ella en el opuesto porque se pretende hacerla avanzar por ahí. Además, con el reciente cambio a Spring into the Air hace de los Acrobat personajes capaces de llegar a zonas elevadas de un salto puesto que estando en contacto con la pared de turno y pagando 1 MC son capaces de elevarse tantos cm como su capacidad de salto, que en el caso de este tipo de personajes (Acrobat) es la misma que la de movimiento modificada, esto significa que Black Canary puede ascender de un salto hasta 30 cm por sí misma.

Ofensivamente hablando no es un personaje que vaya a ser muy útil ni en cuerpo a cuerpo ni a distancia, puesto que con Fuerza 5+ y Ataque 3 ser efectivo con ella puede ser muy circunstancial, y aunque su Canary Cry (2SC) sí causa una herida letal a cada afectado, éste tiene mayor uso en temas de Apoyo/Control.

En temas de Defensa, pese a tener solo Endurance 5 (al menos no es 4 como el resto de Free Agents animados: Harley Quinn, Catwoman, Batgirl) combina su Defensa 4 con la inmunidad a situaciones de inferioridad numérica que le proporciona ser Martial Artist. Como se ha comentado antes, su Movimiento 4 junto a este valor 4 de Defensa la convierte en un duro hueso de roer a base de ataques a distancia puesto que tiene hasta 4 opciones (además de los contadores de Oliver que use por su Teamwork/2) con un 67% de probabilidad de éxito gracias al Dodge que le concede su condición de Acrobat.

Por último, el Apoyo/Control es también el punto fuerte y seña de identidad de esta Black Canary, puesto que su ya conocido Canary Cry (1SC) hace que todos los afectados por la plantilla de spray sufran  y no puedan usar sus contadores hasta el final de la ronda (aunque alguien con Teamwork sí podría seguir usándolos). Lo peligroso de ella es que su Teamwork/2 con Green Arrow le puede permitir incluso llevar a cabo esta acción especial 2 veces en la misma ronda, lo que da pie a varias combinaciones:
  • Gritar 2 veces al mismo grupo de gente para causar , aunque tan solo una vez el efecto Stunned.
  • Gritar - Mover - Gritar, alcanzando a varios enemigos en la misma ronda, aunque en alguno de los dos casos ha de estar a 10 cm o menos de Oliver.
  • Gritar a 2 grupos de gente sin tener que moverse.
  • Moverse para quedarse entre dos grupo de gente y gritar una vez a cada uno de ellos, aunque ha de quedar 10 cm o menos de Oliver.
  • Exite una combinación que le permitiría incluso usar su Grito hasta 3 veces, y esto solo es posible si Dinah se ha inyectado una Dosis de Titán, con lo que por ella mima podría hacer uso de hasta 4 SC, a los que podría añadir 2 más de Oliver.

Además, el Sonic de su Grito tiene un impacto especial contra ciertos personajes como los "gemelos" Tweed (inmunes al efecto Stun), los Symbyote (sufrirían el doble de daño: ) o Daredevil (además sufriría el efecto Enervating/1). Y aunque el Stun ya prohíbe el uso de contadores, el Sonic en sí provoca además la pérdida de 1 SC.

Al igual que en el caso de Green Arrow, su Teamwork no está enfocado a sacar partido de su faceta ofensiva. Puede plantearse de manera que con hasta 6 contadores de movimiento sea capaz de cubrir una enorme cantidad de terreno en un turno (aunque esto la alejaría considerablemente de Oliver y la dejaría sin contadores para nada más puesto que 1SC+1MC suyo serían para correr y sus otros 3MC para aumentar la distancia con movimiento normal), convertirse en una losa dura de tumbar pudiendo defenderse hasta en 6 ocasiones (de hecho los dos juntos con 4 DC cada uno puede ser realmente difícil hacerles caer en cuerpo a cuerpo) o, como ya se ha comentado, gritar dos veces.

Resumiendo, se está ante un personaje que no vale 50 puntos, sino 50+77=127 puesto que es con el Green Arrow Animado con el que alcanza todo su potencial pudiendo hacer uso de su Canary Cry (2SC) hasta en 2 ocasiones (3 si está potenciada por el Titán), y éste sigue valiéndose con 2 AC y 2 SC para disparar.

Además de su peculiar Grito, descataca por su movilidad y la protección que ofrece ante disparos por su valor 4 de Movimiento combinado con Acrobat. También dispone del despliegue avanzado que da el ser Undercover, encarándose hacia la zona de la mesa que prefiera.

Su Teamwork/2 Green Arrow puede usarse principalmente para:
  • Mover con hasta 6 contadores de movimiento (1 para correr y 5 para aumentar la distancia en movimiento normal).
  • Defenderse como si no hubiera un mañana, con hasta 6 opciones de bloquear (podría combinarse con MC para defenderse también ante disparos).
  • Gritar 2 veces, pudiendo intercalar un movimiento entre Grito y Grito.

Un saludo y nos leemos por La Biblioteca de Alfred y Reino de Juegos.

martes, 31 de mayo de 2016

Unboxing y review Green Arrow Animated Series - Batman Miniature Game


Os presentamos el unboxing y review de Green Arrow, la versión de Animated Series más barata en puntos que ha salido hasta el momento. Este líder tan barato, nos permitirá incorporar más puntos en otras miniaturas sin perder demasiadas prestaciones en cuanto a disparo se refiere. Sólo se echará en falta la Hook Arrow de otras versiones.



Aquí podéis ver su perfil.

Como siempre os recordamos que en nuestro canal podéis ver la mayor colección de vídeos sobre Batman Miniature Game y Marvel Universe Miniature Game de Youtube.

Esperamos que os resulte interesante.

Un saludo 

jueves, 7 de abril de 2016

BMG Spoiler Equipment List for Green Arrow (Part 2)

Hello everybody.

La Biblioteca de Alfred brings you the exclusive of the first spoiler about this new expansion "Flash & The Arrow" for Batman Miniature Game. Nothing more and nothing less that the new equipment list for Green Arrow's crew, or at least part of it. And due than an image is worth a thousand words...
The most remarkable is the adding of a Batclaw for equipping it to a Henchmen, who would you equip it with?

But the huge novelty comes with the second part, depending on which characters are included on the crew, some additional equipment will be unlocked. On this case must be highlighted the Scheming/2 obtained if any of the three existing Oliver Queen (in addition to the new ones can appear in a future) is in the crew. Being able to planning characters like the archers at the end can be a good improvement for this gang.

Otherwise, it can be also seen some equipment with not only $ cost, have you never been in the situation where you haven't used all the reputation points and you do not know what to do with them? So with this new type of Equipment new options for the lists are opened.

Stay tuned because on the following days we will offer you more spoilers.

Greetings and we keep reading in La Biblioteca de Alfred and Reino de Juegos.

BMG Spoiler Lista de Equipo Green Arrow (Parte 2)

Muy buenas a tod@s.

La Biblioteca de Alfred os trae en exclusiva el primer spoiler acerca de esta nueva expansión de "Flash & The Arrow" para Batman Miniature Game. Nada más y nada menos que la nueva lista de equipo para la banda de Green Arrow, bueno, parte de ella. Y dado que una imagen vale más que mil palabras...
Lo primero que llama la atención es la inclusión de una Batgarra para poder equipársela a un Henchmen, ¿a quién se la pondríais?

Pero la gran novedad viene con la segunda parte, puesto que dependiendo de qué personajes se incluyan en la banda se van a desbloquear mejoras de equipo adicionales. En este caso hay que destacar el Scheming/2 que puede equiparse si cualquiera de los tres Oliver Queen (amén de los que puedan salir en adelante) forman parte de la banda, y es que poder planificar para el final a personajes como los arqueros puedes venirle muy bien a esta banda.

Por otra parte, también puede verse que hay mejoras que no solo van a costar $, ¿nunca os ha pasado que no usáis todos los puntos de reputación en vuestras listas y no sabéis qué hacer con ello? Pues con este nuevo tipos de mejoras se abre aún más las opciones de listas.

Estad atentos los próximos días que os seguiremos trayendo exclusivas.

Un saludo y nos leemos por La Biblioteca de Alfred y Reino de Juegos.


BMG Comparing Green Arrow

Hello everybody.
Once analysed the new Green Arrow and as it uses to happen when a new profile for an already existing character is released, still knowing this new Oliver Queen probably loses comparing him with his big "brothers", it is inevitable to make a comparative among all three. At general level:

ARROWS

Before comparing anything, it is interesting to know what offers each one of the arrows that Oliver Queen can use; the last two have been added for completing this list with all the arrows known until today (the first one used by Speedy and the second by Seeker from League of Shadows). Due to all this arrows are used with a bow, all of them share the trait Aim which forbids its user to move and shoot in the same round (it doesn't matter the order of these two actions), unless Good Aim (1 SC) trait is used. Also all of them are Mechanic (they damage on 3+) so they have the advantage of ignoring Bulletproof Vest, and due to the double damage they deal, they force the enemy to lose an action counter:
  • Serrated (
     
     ):
     The most lethal. In addition to its lethal damage it allows to repeat failed injury rolls for being Sharp.
  • Special (
     
     ):
     In addition to its lethal damage, the affected target can't use action counters (Stun), which can be useful to stop the enemy, protect mates (forbidding the enemy to do any attack) or taking advantage he/she can't defend to attack him/her with other mates.
  • Standard (
     
     ):
     The most common arrow and as lethal as the other two, although it is not as precise damaging and without anything else.
  • Concusion (
     ):
     What it loses in lethality it wins it in utility because the target suffers the Blind effect until the end of the round, so it will forbid him/her to use any MC, and making him impact and block on 6+. Perfect for using it when a close mate (or mates) can deal quite damage in close combat.
  • Punch (): The same as the Special one but dealing only non-lethal damage.
  • Explosive (
     ):
     Speedy's arrow. Al tough it is not totally lethal, it has an area of effect around its target for being Explosive. Due to it is a Firearm it damages on 2+ instead 3+, but it also means the Bulletproof Vest offers some resistance to this kind of arrows making them to damage on 4+. An interesting way of using them is against lampposts if there is an unwary near, due to its Defense 2 this is the best way of impacting, automatically, to all the close enemies or those like Batman with a high Defense value.
  • Poison (
     
     ):
     Used by the League of Shadow's archer, Seeker. It is a normal arrow which applies the effect Paralyze as a Poison, so its target won't be able to do anything (neither attack, neither move, neither use traits nor action counter) until he/she succeeds on an Endurance Roll for cleaning the poison, in addition to a -2 to his/her Defense.


MOBILITY

Beginning with the mobile aspect, the only thing all of them share is their Acrobat condition, although on the "adult" versions it is more useful for the Dodge they win, because their Hook Arrow (Batclaw) grants them high mobility.

The Comic version is not only the fastest among them because he can come up to a value 5 of Movement thanks to be Adaptable, he is also the fastest character of the game (without having into account Tireless, Inspire...)... until Speedsters came to the city.

The Animated Series version is behind both of them on this aspect because he doesn't have the Hook Arrow his "brothers" carry, so he will have to push to the limit his high mobility at ground level. At least (as his "brothers") his Acrobat condition let's him to explode on a most effective way the rule Spring into the Air to arrive to the top of the buildings jumping from the ground..

ATTACK

None of his versions stands out for being a character with good skills for close combat, due to his Strength 4+ only maybe for applying Push to enemies to avoid them controlling an objective or stop denying it. Regarding ranged attacks, this is totally different, he is not considered an excellent archer for nothing. All of them not only have option of moving and shooting thanks to Good Aim (although it makes their ranged attacks to be expensive, paying 2AC+1SC), also all of them can shoot multiple arrows per attack, Comic and Animated version for having Rapid Fire (1SC more) which lets them to increase their ROF in 1, and TV version for having Multifire which will grant him 3 arrows per attack, although its cost is more expensive (2 SC), but its use forbids Oliver to move during that round (after and before).

Regarding precision, both Comic and TV version can fail impact rolls because their Master Marksman allows them to repeat them once, this can't be done with the Animated version,who on the other hand is the only one with the ability to ignore all the Pings! thanks to be an excellent shooter (Sharpshooter), which having into account that without a Hook Arrow is difficult for him to find a good shooting position in the heights, this is something to have into account. TV version can do the same but not as effective because Shooter can only ignore 1 Ping! (he decides which one), although he counts with the advantage of the heights. Comic version do not have any option for that.

DEFENSE

Due to the Acrobat condition of all off them, they offer also resistance against ranged and template attacks/effects, although once again Comic version can put his defense at the same level as the thoughtest thanks to be Adaptable, and not only this because his Hardened lets him to soften the first blood damage received during the round turning it into a recoverable damage; the other option to protect himself against shoots is keeping his Defense 4 but increasing his Movement to 5, it will grant him an 83% chances of succeeding on an Agility Roll on each dice.

Meanwhile, the Arrow version has its own passive protection against attacks and effects requiring line of sight thanks to his Stealth, in addition to the always feared Counterattack, although on his case is not as dangerous as in Batman or Deathstroke due to his damage in close combat is the single contusion dealt for unarmed attacks.

Regarding Endurance, as it could be expected for its high cost, TV version is 1 point above their "competitors" with a value of 8.

SUPPORT/CONTROL

Lastly, on this aspect Green Arrow doesn't have so much to offer. Comic version has Technique, and having into account he can increase his Attack up to 5 it can be interesting to knocking down enemies, even the most complicated to be hit, so the allies can take advantage of this.

Meanwhile, Animated version has de trait Teamwork/2 (Black Canary), which lets him to use up to 2 counters more from the Black Canary with also this trait, and having into account his profile, it will be for moving or defending more. Also, for being Leader, as TV version, he gains the trait Inspire that on his case can be used even more for not having a Hook Arrow, so he will move closest to his other gang members.

SUMMARY

It would be unfair to say the Animated version is the worst, but his cheap cost is what makes him specially good due to he still scares from the distance for the fact of shooting up to 2 arrows per attack and ignoring all the Pings!, although on the other hand his mobility is highly reduced without a Hook Arrow. It must not be forgotten he gains the trait Inspire for being a Leader, which is the positive reading of not having a Hook Arrow due to it is easier to use it.

About TV version, he is maybe the most complicated to be used mainly because he must remain one round without shooting (without wasting all his potential) seeking for a good shooting position (in addition to forecast the enemy entering in line of sight) and no enemy comes closer to him less than 5 cm to being able to use all his power shooting 3 arrows per attack, in addition to being able to ignore 1 Ping! and repeating failed rolls.

Regarding Comic version he is maybe the most stable of all of them, he hasn't option to shoot 3 arrows per attack neither ignoring Pings!, but he grants being able to shoot 2 all the rounds (if he has ammo) and being able to repeat failed rolls. Also he is the most thought of all thanks to be Hardened and the possibility of reach Defense or Movement 5 (to avoid ranged attacks). Although he still is not a beast in close combat, thanks to his Technique and being able to increase his Attack up to 5 he can knock down enemies so his mates can end with them.

Respecto a la versión del Cómic es quizás la más estable de todas, no tiene opción de disparar 3 flechas ni de ignorar Pings!, pero se garantiza el poder disparar doble durante todas las rondas (mientras le queden flechas) y pudiendo repetir impactos fallidos. Además es el más duro de todos gracias a su Hardened y poder disponer de hasta Defensa 5 o Movimiento 5 (para esquivar ataques a distancia). Aunque sigue sin causar un gran daño en el cuerpo a cuerpo, gracias a su Technique y poder disponer de hasta un valor 5 de Ataque puede derribar enemigos para que sus compañeros los rematen.
If you want to know what that image means, stay tuned to the blog today.

Greetings and we keep reading in La Biblioteca de Alfred and Reino de Juegos.