Mostrando entradas con la etiqueta Flash. Mostrar todas las entradas
Mostrando entradas con la etiqueta Flash. Mostrar todas las entradas

martes, 16 de enero de 2018

Novedades KM Enero

Muy buenas a tod@s.

Todo lo que digas podrá ser utilizado en tu contra

Acabando de terminar la resaca navideña, y mientras nos vamos mentalizando con empezar con la  operación bikini, vamos a analizar las novedades de enero que ya va siendo hora.

Como vemos que va siendo habitual estos últimos meses, una gran parte de las novedades tienen perfil Multiverse, con lo que los podremos usar tanto para BMG como para DC Universe Miniature Game.

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

jueves, 17 de noviembre de 2016

BMG: Analysis Heat Wave

Hi to everyone.
If the other day was the turn of Captain Cold, it's time to analyze his criminal partner (and never better said), Mick Rory's Heatwave as played on the Flash TV series (and Legends Of Tomorrow) by Dominic Purcell. His case is totally opposite to Snart, instead of offering control, Mick offers endurance and punch. At 65/$300 he's 10/$100 below Cold, and as him he can be hired as Free Agent by any villain crew with the exception of Joker and League of Shadows. In spite of having Willpower 6, at the moment that Rory achieves his first KO or casualty this one will be increased to 7 since he is a Criminal.
In the Offensive plane, in spite of carrying a ranged weapon, the short range of this makes it dangerous in close distances, where in addition to his Flamethrower also has a Reinforced Gloves so that their punches are really painful causing also the typical loss of counter for every successful wound due to double damage of his hits (), and although it is true that his Force 4+ foresee that only half of his hits will hurt, his Attack 4 next to Teamwork/2 with Captain Cold cause him to hit up 6 times, although the ideal would be 4 + 1 so that at least Cold could shoot. When considered unarmed attacks, he is a firm candidate for Grab (1SC) rivals

With respect to his only weapon, and ranged (Flamethrower), the great strength of this one is in that being of template applies the effects without having to hurt, and since the impacts are automatic only those that have Dodge (or someone Protected by a Bodyguard) have an option to avoid the harmful Fire effect, lethal especially in characters that have already activated.

In Defensive tasks his value 3 makes it an affordable target, but his Endurance 8 along with not losing counters every 2 wounds but every 3 (Sturdy), force the opponent to focus on him with more than one of his members if he wants to finish with him before he reaches the distance to do damage. As a good criminal he is, he can not be arrested thanks to trait Runaway, just as he is immune to Grabs for being Escape Artist.

Finally, in the case of Heat Wave the main use of his Teamwork/2 will be to supply Captain Cold or hit more times, although if you have both in range to attack, his would be to spend only 1AC of Cold so that he can still shoot.

In short, Mick Rory is a 100% offensive character intended for short distances, either beating with his Reinforced Gloves up to 4 +2 times (4 for his Attack value and 2 more thanks to Teamwork with Captain Cold), although hurting with 50% of options (Strenght 4+). For the distance has his Flamethrower, whose range is dictated by the template Expansive, and that in spite of wounding 3+ (Mechanic) allows to apply Fire to everything affected without having to hurt, this means that unless rivals with Dodge or protected with Bodyguard , everything that is under the template automatically takes a marker of this type.

His ability to fit punches is also praiseworthy since despite having only Defense 3, between his Endurance 8 and being Sturdy force the opponent to insist on he so that it is no longer a threat, in addition to being unable to be Grab (Escape Artist) nor arrested (Runaway), forcing the rival to kill him yes or yes.

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

BMG: Análisis Heat Wave

Muy buenas a tod@s.
Si el otro día fue el turno de Captain Cold, hoy es momento de analizar a su compañero criminal (y nunca mejor dicho), el Heat Wave de Mick Rory interpretado en la serie de televisión de Flash (y Legends of Tomorrow) por Dominic Purcell. Su caso es totalmente opuesto al de Snart, en lugar de ofrecer control, Mick ofrece aguante y pegada. Con 65/$300 está 10/$100 por debajo de Cold, y al igual que este puede ser contratado como Free Agent por cualquier banda de villanos salvo Joker y la Liga de las Sombras. Pese a tener Willpower 6, en el momento que Rory logre su primer KO o baja éste se verá incrementado a 7 puesto que es un Criminal.
En el plano Ofensivo, pese a llevar un arma a distancia, el corto alcance de ésta lo hace peligroso en distancias cercanas, donde además de su Flamethrower también disponer de unos Reinforced Gloves para que sus puñetazos sean realmente dolorosos causando además la típica pérdida de contador por cada herida exitosa debido al daño doble de sus golpes (), y aunque es cierto que su Fuerza 4+ prevé que tan solo la mitad de sus impactos hieran, su Ataque 4 junto al Teamwork/2 con Captain Cold hacen que pueda golpear hasta 6 veces, aunque lo idóneo sería 4+1 para que al menos Cold pudiera disparar. Al considerarse ataques desarmados, es un firme candidato para Agarrar (1SC) rivales. 

Respecto a su única arma, y a distancia (Flamethrower), el gran punto fuerte de ésta está en que al ser de plantilla aplica los efectos sin tener que herir, y dado que los impactos son automáticos tan solo los que tengan Dodge (o alguien protegido por un Bodyguard) tienen opción de evitar el tan dañino efecto Fire, letal sobre todo en personajes que ya han activado.

En tareas Defensivas su valor 3 lo convierte en un objetivo asequible, pero su Endurance 8 junto a no perder contadores cada 2 heridas sino cada 3 (Sturdy), obligan al rival a centrarse en él con más de uno de sus miembros si se quiere acabar con él antes de que llegue a distancia de hacer daño. Como buen criminal que es, no puede ser arrestado gracias al trait Runaway, al igual que es inmune a Agarres por ser Escape Artist.

Por último, en el caso de Heat wave el principal uso de su Teamwork/2 será el de abastecer a Captain Cold o golpear más veces, aunque si te tiene a ambos en rango de atacar, lo suyo sería gastar tan solo 1AC de Cold para que éste aún pueda disparar.

Resumiendo, Mick Rory es un personaje 100% ofensivo pensado para las distancias cortas, bien sea golpeando con sus Reinforced Gloves hasta 4+2 veces (4 por su valor de Ataque y 2 más gracias al Teamwork con el Capitán Frío), aunque hiriendo eso sí con un 50% de opciones (Fuerza 4+). Para la distancia tiene su Flamethrower, cuyo rango viene dictaminado por la plantilla Expansive, y que pese a herir a 3+ (Mechanic) permite aplicar Fire a todo lo afectado sin tener que herir, esto significa que salvo rivales con Dodge o protegidos con Bodyguard, todo lo que esté bajo la plantilla se lleva de manera automática un marcador de este tipo.

Su habilidad para encajar golpes es también digna de elogio puesto que pese a tener tan solo Defensa 3, entre su Endurance 8 y ser Sturdy obligan al rival a insistir en él para que éste deje de ser una amenaza, además de no poder ser ni Agarrado (Escape Artist) ni arrestado (Runaway), lo que obliga al rival a matarlo sí o sí.

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

lunes, 14 de noviembre de 2016

BMG: Analysis Captain Cold

Hi to everyone.
Today it is the turn of one of those characters who, if you let him, he will leave you frozen (in the literal sense): Leonard Snart, aka Captain Cold, version played by Wentworth Miller in the television serie Flash (and Legends of Tomorrow). As expected, he has not come alone because, as in the small screen makes duet with Heatwave as well is denoted with his trait Teamwork (Heatwave)/1. With 72 points reputation has a reasonable cost for all bands of villains in which he can be included as a Free Agent, with the exception of Joker and League of Shadows, although their $400 can be a barrier in many lists. In the case of a band of Mr. Freeze things change since Snart changes his status to Sidekick, and may even be the Boss of the band and thus saving valuable it about $400.
Beginning with the Mobile side, the only highlight in Leonard is his value 3 of Movement, at the height of most Acrobat, but considering his Teamwork/1 with Heatwave may end up with 4 counters in this action whenever he finds 10 cm or less of his partner.

Offensively talking about is someone very easy to plan, since with only 2 AC is able to unleash his full potential either from the medium and short distances, benefiting in both cases with  a +1 to hit for the mere fact of being Ranged Master. Also in both cases his weapon is the same: The Cold Gun, although depending on the level of power it has functionality or another, always wounding 2+ for being Beam also penalize Blinks! in +2 (ignoring Bulletproof Vest since it is not a Firearm), but with the disadvantage of not being able to recharge them in Ammo Crates. Living up to his name and that of his weapon, Captain Cold and Cold Gun apply the Cold effect on each of his shots, so that impacted wounded rivals lose 1 MC, which makes it ideal to stop the opponent's advance, or slow withdrawals. It is the perfect weapon to attack someone who has not yet activated and intends to move.

From medium distance (40 cm), the weapon is capable of firing with rof 2 long as he is not moved before. Although not completely nullifies the Dodge, its Accurate makes not a weapon that, especially characters with Dodge(3) must belittle, which are most Acrobat. Having ROF 2 and +1 to impact make it can be a good idea to distribute shots, considering that both Defense 2 and Defense 3 impacts 2+, and can thus slow down two enemies by attack. A loss of 1 MC by the Cold effect after this must be added the loss of 1 counter that produces its double damage ().

At short distance (20 cm) the approach changes completely. To get started it is not possible to combine shooting with movement in the same activation since the Aim of his weapon prohibit it. While still easy to hurt, remove 1 MC rival (Cold) and cause 1 more stun than the medium range shot (), it can control much more the opponent's move by Ice Template effect that is capable of applying, which has an area of ​​effect of 10 cm centered on its target with only impacting, or failing at the point where there was the Ping!; every character that comes in contact with the affected area must not only overcome an agility check to avoid being knocked down but also see his prevented movement, this means that the actual area of ​​effect of this template, in the case of narrow alleys, is 16 cm (18 in case of large bases), since you have to keep in mind that just by touching the area covered by the template characters are affected. As always it happens when there is a slippery surface, running on it is never a good idea, which has a direct impact on all Speedsters, as with touch this area lose 1 Speed ​​Force counter of it personal reserve.
Area of effect of the Ice Template on narrow areas
Support/Control tasks are another strong point of the thorough Snart. First of all, the crew where he is will have 1 more strategy point (Strategist), and with the exclusion of Snitch (2/?) in tournament, it expands the options when preparing the strategy of the incoming match. The following is the extra counter of Take the Lead that adds being Mastermind, in addition to solve puzzles using 2 dice and choosing the result.

Once the contention has been started, is not only able to redirect his peers thanks to his Order (1SC), which allows him to reposition up to 2 counters of allies models visible, but also someone who inspires confidence, which has its impact on allies models to 20 cm or less, giving them the option to repeat failed willpower checks(Leadership).

This is also where he can take great advantage to his Teamwork/1 with Heatwave could use his Order (1SC) up to 4 times, which for example allow planning many allies in a less aggressive manner and reposition then to 2 counters in attack. Although own Heatwave be his favorite objetive to use  this Order as considering their mutual Teamwork, may allow him to adapt him at will to make use of what he need most.

In short, Captain Cold combines control and damage in a single profile. In the medium distance (40 cm) his Cold Gun lets him shoot up to 2 times, which given his skills and his weapon invite split shots as each successful attack forces to his opponent to lose 1 MC (Cold), plus counter lost by double damage (); ); even it is a good tool to fight against elusive enemies as are those with Dodge, since its Accurate penalizes them checks agility to avoid attacks with a -1.

In short distance (20 cm), and a full load with his gun, his only shot (Ammo 1 and ROF 1) causes damage , but it is not possible to combine shooting and movement at the same activation (Aim). The fact that require much concentration on his part and that the weapon is fully operational are reflected in an area of effect of 10 cm around the damaged objetive or the point at which the attack caused Blink! (Ice Template), although for practical purposes this area could be considered as 16 cm with the touch that area the opponent is affected (18 in the case of Large models). All characters that come in contact with that area should not only overcome an Agility check for not fall knocked down, but also see its remaining movement prevented, and Speedsters must remove a Speed Force counter for its personal reserve.


Regardless of the distance, Snart has +1 to impact that gives his status of Ranged Master (thus would impact equal to enemies of defense 2 and 3) and injures 2+ by the Beam of his weapon, which It not affected by Bulletproof Vest and penalizes the Blinks! in +2, but has the great defect of not being able recharged in an Ammo Crate. So after 4 rounds of shooting  Snart only will support the team especially with his Leadership to allow to repeat failed checks to allies models to 20 cm or less, or relocating up to 2 counters of visible allies with his Order (1SC) can do this up to 4 times if Heatwave is close and has SC to use, although he will be his favorite "target" since the combination of both traits allows it to adapt to what Cold need most at that time.

Before starting the game, Leonard Snart still has a few things to say. The first one is the extra strategy point he adds, for having more chances when planning the incoming match (Strategist). The second is the extra counter that adds Take the Leade being Mastermind, which in bands with firepower can be key to start, in addition to roll 2 dice to solve puzzles.


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

BMG: Análisis Captain Cold

Muy buenas a tod@s.
Hoy le toca al turno a uno de esos personajes que, si le dejas, te dejará helado (en el sentido literal): Leonard Snart, alias Captain Cold, en su versión interpretada por Wenworth Miller en la serie de televisión de Flash (y Legends of Tomorrow). Como era de esperar, no ha venido solo puesto que, al igual que en la pequeña pantalla, hace dúo con Heatwave como bien queda denotado con su trait Teamwork (Heatwave)/1. Con 72 puntos de reputación tiene un coste asumible por todas las bandas de villanos en las que puede incluirse como Free Agent, salvo Joker y Liga de las Sombras, aunque sus $400 pueden ser una barrera en muchas listas. En el caso de una banda de Mr. Freeze la cosa cambia puesto que Snart cambia su rango a Sidekick, pudiendo incluso ser Boss de la banda y ahorrando así a ésta unos valiosísimos $400.
Empezando por el aspecto Móvil, lo único destacable en Leonard es su valor 3 de Movimiento, a la altura de la mayoría de Acrobat, aunque teniendo en cuenta su Teamwork/1 con Heatwave pueden acabar siendo 4 contadores en esta acción siempre que se encuentre a 10 cm o menos de su compañero. 

Ofensivamente hablando es alguien muy fácil de planificar, puesto que con tan solo 2 AC es capaz de desatar todo su potencial a distancia bien sea desde la media o corta, gozando en ambos casos de un +1 al impactar por el mero hecho de ser Ranged Master. También en ambas situaciones su arma es la misma: The Cold Gun, aunque dependiendo del nivel de poder de ésta tiene una funcionalidad u otra, hiriendo siempre a 2+ por ser Beam además de penalizar los Pings! en un +2 (ignorando los Bulletproof Vest puesto que no es una Firearm), pero con el inconveniente de no poder recargarlas en Cajones de Munición. Haciendo honor a su nombre y al de su arma, Captain Cold y su Cold Gun aplican el efecto Cold en cada uno de sus disparos, por lo que los rivales impactados heridos pierden 1 MC, lo que la hace idónea para frenar el avance rival, o ralentizar retiradas. Es el arma perfecta para atacar a alguien que aún no haya activado y tenga intención de mover.

Desde la distancia media (40 cm), el arma es capaz de disparar con ráfaga 2 siempre y cuando no haya movido antes. Aunque no anula por completo los Dodge, su Accurate hace que no sea un arma a la que, sobre todo los personajes con Dodge(3) deban menospreciar, que son la mayoría de Acrobat. El hecho de tener ROF 2 y su +1 al impactar hacen que pueda ser una buena idea repartir disparos, teniendo en cuenta que tanto a Defensa 2 como Defensa 3 se impacta a 2+, pudiendo de esta manera ralentizar a dos enemigos por ataque. A la pérdida de 1 MC por el efecto Colddespués de ello hay que sumarle la pérdida de 1 contador que produce su daño doble ().

En las distancias cortas (20 cm) el enfoque cambia por completo. Para empezar no le es posible combinar el disparo con el movimiento en la misma activación puesto que el Aim de su arma se lo prohíbe. Aunque sigue teniendo facilidad para herir, quitar 1 MC al rival (Cold) y causar 1 contusión más que el disparo a medio alcance (), permite controlar mucho más el avance rival por el efecto Ice Template que es capaz de aplicar, el cual tiene un área de efecto de 10 cm centrado en su objetivo con tan solo impactar, o en su defecto en el punto en el que se produjo el Ping!; todo personaje que entre en contacto con la zona afectada no solo ha de superar un chequeo de agilidad para no quedar derribado sino que además ve su movimiento impedido, esto significa que, en el caso de callejones estrechos ,el área real de efecto de esta plantilla es de 16 cm (18 en el caso de peanas grandes), puesto que hay que tener en cuenta que con tan solo tocar la zona abarcada por la plantilla los personajes se ven afectados. Como siempre ocurre cuando hay una superficie resbaladiza, correr sobre ella nunca es buena idea, lo cual tiene un impacto directo en todos los Speedsters, ya que con tan solo tocar ésta área pierden 1 contador de Speed Force de su reserva personal.
Área de efecto de la Ice Template es localizaciones estrechas
Las tareas de Apoyo/Control son el otro punto fuerte del minucioso Snart. De buenas a primeras la banda que lo incluya dispondrá de 1 punto extra de estrategia (Strategist), y con la exclusión de Snitch (2/?) en torneos, esto amplía el abanico de opciones a la hora de plantear la partida. Lo siguiente es el contador extra de Take the Lead que añade por ser Mastermind, además de poder resolver Enigmas usando 2 dados y elegir resultado. Una vez la contienda ha dado comienzo, no solo es capaz de redirigir a sus compañeros gracias a su Order (1SC), que le permite recolocar hasta 2 contadores en modelos aliados visibles, sino que también es alguien que inspira confianza, lo cual tiene su impacto en los modelos aliados a 20 cm o menos de él dándoles opción de repetir chequeos de willpower fallidos (Leadership).

Es aquí también donde se le puede sacar un gran partido a su Teamwork/1 con Heatwave pudiendo usar su Order (1SC) hasta en 4 ocasiones, lo que por ejemplo permitiría planificar a muchos aliados de una manera menos agresiva y recolocar a continuación hasta 2 contadores en ataque. Aunque el propio Heatwave será su objetivo favorito para hacer uso de este Order puesto que teniendo en cuenta sus Teamwork mutuos, le puede permitir adaptarle a su antojo para poder hacer uso de lo que más necesite.

Resumiendo, Captain Cold aúna control y daño en un mismo perfil. En la distancia media (40 cm) su Cold Gun le permite disparar hasta 2 veces, lo cual dada sus aptitudes y las de su arma invitan a dividir disparos ya que cada ataque exitoso obliga a su rival a perder 1 MC (Cold), además del contador perdido por el daño doble (); incluso es una buena herramienta para lidiar contra enemigos escurridizos como son aquellos con Dodge, puesto que su Accurate les penaliza los chequeos de agilidad para evitar el ataque con un -1. 

En la distancia corta (20 cm), y con su arma a plena carga, su único disparo (Ammo 1 y ROF 1) causa daño , pero no le es posible combinar Disparo y Movimiento en la misma activación (Aim). El hecho de requerir tanta concentración por su parte y que el arma esté a pleno rendimiento se plasman en un área de efecto de 10 cm en torno a su objetivo dañado o el punto en el cual el ataque causó Ping! (Ice Template), aunque a efectos prácticos este área podría considerarse de 16 cm puesto que con tan solo tocar esa zona el rival se ve afectado (18 en el caso de modelos Large). Todo personajes que entre en contacto con esa zona no solo deberá superar un chequeo de Agilidad para no caer Derribado, sino que además verá su movimiento restante impedido, y los Speedsters deben retirar un contador de Speed Force de su reserva personal.


Sin importar la distancia, Snart dispone del +1 a impactar que le da su condición de Ranged Master (lo cual hace que le dé lo mismo enemigos de Defensa 2 que 3) y hiere a 2+ por el Beam de su arma, la cual no se ve afectada por los Bulletproof Vest y penaliza en un +2 los Pings!, pero tiene la gran tara de no poder recargarse en un Cajón de Munición. Así pues, después de 4 rondas de disparo, a Snart solo le quedará apoyar al equipo sobre todo con su Leadership para permitir repetir chequeos fallidos de modelos aliados a 20 cm o menos, o recolocando hasta 2 contadores de aliados visibles con su Order (1SC), pudiendo hacer esto hasta 4 veces si Heatwave se encuentra cerca y con SC para usar, aunque él será su "objetivo" favorito puesto que la combinación de ambos traits permite adaptar a éste a lo que más necesite Cold en ese momento.

Antes de comenzar la partida, Leonard Snart aún tiene un par de cosas que decir. La primera es el punto extra de estrategia que da para tener más opciones de enfocar la partida (Strategist). La segunda es el contador extra de Take the Leade que añade por ser Mastermind, lo cual en bandas con potencia de fuego puede ser clave para empezar, además de poder tirar 2 dados para resolver Enigmas.


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

martes, 5 de julio de 2016

Novedades Julio BMG y MUMG

Muy buenas a tod@s.

Apenas tres semanas después de la última remesa de novedades, Knight Models nos sorprende con una nueva tanda. En este caso podría decirse que ha sido Marvel la que ha abarcado el mes, y es que como ya se filtró en su día, la Hermandad de Mutantes Diabólicos hace acto de presencia, encabezada por Magneto.
Empezando por el propio Eirk, lo primordial es su neutralidad, lo que permite llevarlo con Héroes Mutantes y Villanos. Personajes metálicos como Iron Man, Lobezno o Coloso deben ir con cuidado puesto que éste es capaz de quitárselos de encima de una forma relativamente fácil. La siguiente en coste es Lady Mastermind, quien juega mucho con los chequeos de Willpower en el rival para inutilizarlo. Por su parte, Pyro es lo que podría llamarse el martillo de este starter, siendo el encargado principal de causar daño, principalmente a distancia. Por último, Sapo está más enfocado a apoyar a sus compañeros y llegar de forma rápida a los objetivos.
Junto a este starter hace acto de presencia Dientes de Sable, quien unido a la Hermandad, Gambito y Emma Frost hacen de esta banda totalmente jugable, con 54 niveles. El propio Victor en sí aporta una mezcla de aguante, daño y movilidad, sin destacar en demasía en nada de ello. 
Para cerrar las novedades de Marvel, y como ya se descubrió hace unos días, hace acto de presencia el primer personaje repetido: Tony Stark, en este caso dentro de la Hulkbuster, quien sigue siendo un arsenal volador y con una capacidad de aguante que se echaba en falta en la otra versión, aunque con un coste elevado (15 niveles).
Pasando a Batman Miniature Game, el mes queda claramente marcado por las series de televisión Flash y Arrow. En el caso de Arrow hace acto de presencia Spartan, quien llama la atención por tratarse de un Henchmen y además duro de matar. Pese a ser alguien complicado de tumbar y dar tan pocos puntos como daría un Henchmen, esto compensa la falta de variedad en Henchmen en esta banda, ya que ésta depende aún más si cabe de personajes que la de Batman. 
Pero John Diggle no es el único refuerzo que recibe esta banda, y es que el Flash de Grant Gustin no solo es exclusivo en ella sino que, como ocurría con el Flash de New 52 y la banda de Batman, dispone de galones suficientes como para liderarla dado su rango de Sidekick.
Pero qué sería de Flash sin su rival (al menos de la Temporada 1), el Flash Reverso, quien en este caso sí está catalogado como tal y por tanto puede incluirse en un Team de Suicide Squad.

Yo por mi parte me despido hasta Septiembre, puesto que estoy centrando mi atención en algo que espero que no defraude a nadie, y agosto quiero y necesito desconectar. Hasta entonces el resto de esta Alfred-familia seguirá amenizando el blog con contenido cuanto menos interesante.

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

sábado, 4 de junio de 2016

BMG Videoreport Corredores

Muy buenas a tod@s.
Hace unos días Darel (El Sobaco de Batman) y yo nos juntamos para grabar una partida haciendo uso de los Corredores de esta nueva expansión The Flash & The Arrow. En ellas Flash, liderando a la banda de Batman, se enfrenta al Pingüino quien cuenta con el Profesor Zoom entre sus filas.

El escenario elegido fue la ciudad de Central City,  para hacer más temática si cabe la partida, concretamente la primera misión. También pudimos probar las nuevas listas de equipo y estrategias nuevas.

Las bandas fueron (a la hora de empezar la partida nos dimos cuenta del punto sobrante, pero dado que la idea es que se vieran cositas, tampoco le dimos mucho más importancia):

Darel - Pingüino (351/$1900):
  • The Penguin (75/$0)
  • Sickle (67/$0)
  • Professor Zoom (117/$0)
  • Ice Penguin (25/$200) + Grapple Gun ($300) + Magazine ($200)
  • Royal Penguin (24/$600) + Grapple Gun ($300) + Magazine ($200)
  • Blue Penguin Axe (17/$0) + Brutal Training ($100)
  • Blue Penguin Shield (13/$0)
  • Blue Penguin Machete (13/$0)

Xermi - Batman (348/$1500):
  • The Flash (125/$0)
  • Katana (75/$100)
  • Batgirl Animated (47/$0)
  • Delta (33/$300) + Whistle ($200) + Street Patrol ($50) + Magazine ($200)
  • Agent Ron (25/$300) + Whistle ($200)
  • Agent O'Connell (29/$0) + Street Patrol ($50) + Radio ($100)
  • Gotham Policewoman (14/$0)
Aquí os dejamos el enlace de la partida (en dos partes)

Como podréis ver, en la ronda 5 acaba la partida, hubo un fallo grabando y ni la ronda 6 ni las conclusiones quedaron grabadas. La ronda no podemos explicarla con palabras, pero las conclusiones sí: 

Pese a disponer de una tabla propia de poderes, algunos de los cuales les potencian el ataque, a la hora de la verdad no son determinantes en este aspecto, puesto que la falta de habilidades para mejorar o repetir estas tiradas les lastran. Donde obviamente destacan es en el aspecto móvil, y es que por ejemplo el Hyper Speed (6/4+) de Flash obliga sí o sí al rival a dejar a alguien defendiendo los objetivos si no quiere ver como Flash solo se dedica a puntuar lo más jugoso todas las rondas

Recordad que podéis ver esto y mucho más en nuestro canal de Youtube.

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