SPEED FORCE
And with a Flash, it begins.
So, after more than a year of discussion, three seasons of a
certain TV show, and two rulebooks, Knight Models has finally done it; they
have gone full DC Meta Superhero. Flash
has arrived, and brought the Speed Force with him.
In this article, we are going to explore the expansion into
the Batman Miniature Game that the Speed Force and its users bring. Let’s start with a simple breakdown of the
new ruleset.
*Models with the Speedster/X power are very quick.
15cm base
move and benefits to movement
*A new phase of the game comes with new counters.
10 Speed
Force Counters divided between all Speedsters
*Speed Tokens can be used to access powers on the Speed
Power chart.
Speed
Force Powers are used immediately
*When using a Speed Power, a speedster may suffer a Paradox
Effect.
Roll
at or above the Paradox number and get a negative effect
The Basics of Speedsters
Let’s start at the beginning. The new Trait is called Speedster X,
where X is a number. So far we have seen
Speedster 6 (Flash), Speedster 5 (Professor Zoom) and Speedster 4 (Kid Flash).
Automatically, Speedster characters gain a base speed of 15cm,
have the ability to Climb without spending MC, ignore difficult
ground, and don’t not count obstacles and difficult terrain as Impaired
Movement. Clearly, before even taking
Speed Powers into account, Speedster characters are going to be
able to move around the table quickly.
Both Flash and Professor Zoom have Move characteristics of 5 as well,
and Dodge and Fast. These guys are already
wonderful objective grabbers with this part of the Trait.
Speed Phase
The second part of the Speedster Trait, the number,
comes to use in the next part of the Speed Force, during the Speed Phase.
The new phase of the Batman Miniatures Game becomes important
if any players have a model, or more, with the Speedster Trait. If there are any Speedsters on the table, the
Speed Phase comes into effect.
And it happens AFTER the Take the Lead phase and BEFORE the Raise
the Plan Phase.
In the Speed Phase, two things happen. First, the Speed Force Pool is replenished
with 10 counters. The Speed Force
Pool is ALWAYS 10 counters, no matter the number of Speedsters in
the game. (Small complaint here; the
Batman Miniatures Games does not really have a good way to deal with more than
two players or scaling beyond the 300ish point games. This 10 counter rule could be a real
limitation on both multi-player games and larger scale games.)
Next, once there are 10 counters, Speedsters drain
the pool, taking the counters for themselves.
If there is only one Speedster on the board, he simply takes counters
until he has enough to match his Speedster Trait. So, Flash would get 6 counters. If only one player has Speedsters, he selects
which model drains the counters first, then moves to his next model, filling to
their traits if possible. If BOTH
players have Speedsters, the players take turns draining speed force
counters. Each player drains Speed Force
for ONE model before the other player does the same, and continues back and
forth until there are no more counters. The
player that has Taken the Lead gets to drain speed force counters first. Also, since unused counters from the previous
turn remain with the character, the availability of counters from the Speed
Force Pool will be in constant flux.
Watch their use carefully
We can see, there is a real gamble here. First, taking ANY Speedster means
there may be a power struggle for counters, and thus your own Speedster may
not be at full power at any moment, considering the opponent may be able to
drain off the counters and leave too few to maximize your own model. But taking NO Speedsters means the opponent,
if he has one, automatically always has full Speedster. Likewise, if a player takes more than 1 Speedster,
there’s a very real possibility that the Speed Force Pool will not
supply enough counters for his own models.
Let’s take a look at the Speedsters and their role in
the Speed Force Pool. Fist, Flash
wants the most at Speedster 6.
Then, Zoom wants 5, but also brings in Negative Speed Force,
reducing the pool by 2, allowing only 8 Speed Force Counters per turn. That, in itself, is a major gamble. If a player with Zoom faces a player with
Flash, the Speed Force Pool is limited to 8 counters. If the Zoom player Raises the Plan,
there is a significant dip in power available, as the Flash player would
only be able to drain 3 counters, with Zoom draining 5. But, in the same situation, if the Flash
player Raises the Plan, Zoom could be left with only 2
counters. Now, let’s throw in Kid
Flash, who is Speeder 4, and Master of the Speed Force. If all three Speedsters are on the
board, there is almost certainly not going to be enough Speed Force Counters
for everyone. Meanwhile, taking both Flash and Kid Flash, without
an enemy Zoom, means you could have full run of the 10 counters every
turn.
After draining counters from the Speed Pool, those
same counters need to be used immediately.
Each Speedster, in turn following Take the Lead order,
uses their counters to enact a Speed Power. Most Speedsters are going to only be
able to use 1, but Flash’s Speed Force Master allows him to use up to
TWO powers in a single turn. Let’s take
a look at the Speed Force Powers:
Of major importance, please remember that these powers are
enacted BEFORE the Raise the Plan Phase.
Pay special attention to your opponent, and your own model, for Speed
Force Power chosen in order to best place your Action Counters.
Finally, the Speed Force is a dangerous thing. In order to keep Speedsters on their
toes, the game has added the inclusion of Speed Force Paradoxes. When using a Speed Force Power with a Paradox
rating, the player must, immediately after declaring the use of the power, make
a Paradox roll. If the roll, on a
single die, meets or exceeds the Paradox number, the Speed Force reacts
negatively. Roll 2 dice and consult the Paradox
Chart:
In addition to the results of the Paradox roll, the Speed Force
power fails to work. Therefore, when using Speed Powers, its vital to watch those Paradox numbers. In an interesting conundrum, Paradox results are both more and less dangerous as the game goes on. More dangerous, because we can assume that damage later in the game is more likely to KO a model, and less because the scores may already be settled.
Again, remember that this is still a part of the Speed
Force Phase, and therefore happens before the Raise the Plan Phase. Thus, both players have the opportunity to
plan around the Paradox.
Tactical Evaluation
OK, so here’s the thing.
This is a huge change to the game.
The addition of a full new phase to the game (especially one with more
counters), close monitoring of counters, and all new abilities is adding a
layer of tactics upon a good tactical game.
This is not to say it’s a bad thing.
But, it’s going to be adding more tactical play to the Batman Miniatures
Game.
Players will want to ensure they are keeping close tabs on Speedsters
in the game; in particular, monitoring counters and their use. How likely is it that Flash will use all 6 of
his counters in a turn? If he does, that
possibly limits other Speedsters, since Flash is going to want to drain 6
counters in the next Speed Force Phase.
And if he does not, then the other Speedsters will be functioning at their
maximum potential. So, whenever a Flash
player sees an opponent with a Speedster, he will want to make sure Flash
uses all his counters. But, if the
opponent then Takes the Lead, Flash will likely be limited to 5
counters. There’s a very real tactical
game here.
And always remember what Speed Force Powers a model
has chosen. That that into consideration
when Raising the Plan, whether that Speedster is on your team or
not. Their Power choices are going to
help determine how aggressive or defensive nearby models need to be, or whether
or not nearby models will even be able to have the Speedster in line of sight
during the turn.
Final Thoughts
The Speed Force adds a new, and welcome, dimension to
the Batman Miniature Game. A new layer
of tactics with its own nuances brings a game-within-a-game aspect to the
preparation phases.
The Speedster models themselves are going to change
the game. With such speed and elusiveness
(both Speedsters have Dodge and high Defense), it is going to be
difficult to damage these models. It may
be time to read up on Grab.
Paradoxes are real hindrances. Players with Speedsters will have to
weigh the benefits against the possibility of a Paradox. Remember that the most common, and
theoretically least harmful, Paradox is 2 Stun and Knocked Down. Not a minor issue.
And, is this a sign of more to come? Will there be other, similar abilities? With their own phase, their own counters,
their own powers and their own downfalls?
I believe there is a notorious, chain-smoking DC character that says, “There is
always a payment for power.”
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