Mostrando entradas con la etiqueta Wonderland Gang. Mostrar todas las entradas
Mostrando entradas con la etiqueta Wonderland Gang. Mostrar todas las entradas

lunes, 17 de octubre de 2016

Partida #001: Mad Hatter vs. Joker Batman Miniature Game [ESP]

¡Buenas muchachada!
 
Hoy voy a relatar lo que dio de sí la primera partida que he jugado con la banda que propuse del Sombrerero a 100€. Aquí os dejo el link.

Gracias Quimera por el uso de esas mesas tan estupendas (y por el trato).

Report #001: Mad Hatter vs. Joker Batman Miniature Game [ENG]

Hi there!
Today I will describe my first game using the band I proposed for Wonderland Gang spending 100€.

Here the link.

Thanks Quimera for the use of your wonderful tables.

jueves, 15 de septiembre de 2016

BMG: How to start in Batman #001: Wonderland Gang



Hi there!

Today I start a new section about starting new bands spending 100€.

First of all, I must say that this is only my own point of view. There are other possiblities, but the intention is to help those new players who want to start this game.






WONDERLAND GANG

I decided to start with this band because almost all the miniatures below were in the list I used to participate in the last tournament I played this summer. And the results were good.

Here you have the three packs you should buy to prepare the list. (Click on each title to go to Knight Models' page with the stats).


PACKS


WONDERLAND GANG



Resultado de imagen de blackgate prisoner set 2

RAVAGER




- Blister Ravager: 20€

I've chosen these packs cause you can use 8 of the nine miniatures available (the ninth is 1 point more so it is not possible to include it). From my point of view, all the miniatures in both starters are really useful.


LIST

Mad Hatter
75 REP
0$
White Rabbit
55 REP
0$
Ravager
75 REP
0$
Tweedledum
Grapple gun, Ammo
38 REP
1100$
Tweedledee
30 REP
300$
Little Spark
40 REP
100$
Prisoner 03
18 REP
0$
Prisoner 04
19 REP
0$
Estrategy: Weird Crew
1 Point
Estrategy: Snitch
2 Points
Estrategy: Change of Plans
1 Point


The first thing to bear in mind is that this list has control, good shooting, movement and enough close combat skills against most bands.


DEPLOYMENT
I would deploy Mad Hatter ready to move through an open corridor with access to diferent places of the board and sewers in the middle (in case you need to escape). Next to him, Prisoner 03 and Tweedledee who will use Bodyguard to cover Jervis. Finally, I usually include Prisoner 04 in this group. His axe 'inspired' can be painful.

Ravager, Little Spark and White Rabbit are deployed depending on the scenario. Together they are scary, but the rabbit can follow Jervis to use her Confusion to help him. I'd personally deploy them together (almost in the middle) ready to run to the other edge or in front of poor enemies who will suffer them.
Apart from that, Ravager would use Weird Crew strategy (counts as a Henchman, so she can be inspired and gives 1-2 VP in case of being eliminated).

Finally, Tweedledum with Grapple gun and Ammo would be deployed on a roof, having line of sight to important places and covering both groups.

STRATEGY
- Mad Hatter: Jervis controls emenies easily and receives VPs when doing so. This is one of the principal ways to win, apart fom killing and controlling objectives. I would move him straight forward followed by the rest of the group, trying to have crates or corners where hide. The idea is to control cheap enemies with great weapons. Remember to use Jervis' gun, Handyman and Dodge. Be aware of powerful enemies and take into account that he is Weak and moves slow (cannot run when using Hypnotize).

- White Rabbit: Thanks to her good movement (Acrobat+Mov4+Fast) she can move from one place to another really fast. Confusion is great against Flying Highs, enemy control, run...

- Ravager: Rose Wilson is good against 'mirror' control bands cause she can not be hypnotized. She is not Acrobat, but her movement is still quite good. She's useful when killing Henchmen or Characters with the help of Little Spark and White Rabbit. The assassin of the band!
- Tweedledum: One of my favourites combos that I usually use in all bands I play. Rifle + Grapple gun is amazing cause, besides killing, you can control long corridors and, at the end of the turn, move to a better place. Remember that Twedledum is Bodyguard as well, and the rest of the band can use Scheming/1 to plan one miniature after your rival.
- Tweedledee: Bodyguard with a great gun with Beam and Brutal. Pay attention when shooting cause it has Reload. Next to Jervis, using Bodyguard and Distract, is really useful.
- Little Spark: Perhaps the best Henchman ever. Handy, Mechanical and Unpredictable! He can move, attack and defend with 5 counters. I would use it next to Ravager. It is possible to give him the Grapple gun. 
- Prisoner 03: Simple: defend with Bodyguard using 1DC+3SC or 2DC+2SC.
- Prisoner 04: He can go with Jervis or underground using sewers. The other idea is to follow Little Spark to kill all the miniatures he leaves on the floor.

Finally, I've chosen Change of Plans to move an objective. In case the opponent has Snitch, counter it with the one you have.

DISADVANTAGES
- Suffers against lots of grapple guns or hidden-undercover combo.

- Except using Ravager, Little Spark and Rabbit together, it is difficult to beat Batmans or Deathstrokes.
- Scenarios like Ambush in which you must separate your band or fire-spam bands can be dangerous cause you need to have Jervis and Bodyguards together.

- It is difficult to counter Batsignal.

ADVANTAGES
- Control. movement, shooting and close combat.

- It is really difficult to kill Mad Hatter so no VPs for the opponent. Ravager gives only 1-2 VPs.

- It is an enjoyable band to play due to its combos and control.

- Quite powerful against low Willpower bands.

- You can use 8 miniatures from 9.


HOW TO CONTINUE

Here you have some ideas to include in your band in order to change it in different ways:

- Zsasz (Unpredictable), Deadshot (Shooting), Killer Frost (Whistle) o Catwoman (Objectives and Total Vision): depending on the way you want to play.
- Copperhead o Clayface: both with Undercover to counter the Batsignal.
- The rest of the prisoners and crazies to have different options when chosing Henchmen. For example, by doing this you can include Prisoner 05, who is a tactic and useful miniature.

Here you have the link to KM's webpage to see what you can include: LINK.

I expect you find this article useful. I have to say that I really enjoy playing it and I consider it competitive. What do you think? Is it competitive? What would you change with the same 100€ and this band?

See you!

BMG: Cómo empezar en Batman #001: Wonderland Gang


¡Buenas muchachada!


Hoy inicio una serie de entradas sobre cómo empezar una banda competitiva para Batman con 100€.


Aviso que son solo propuestas, que habrá listas más afiladas con mayor inversión (como es obvio) y que la intención es solo ayudar a quienes me preguntan habitualmente sobre qué blisters comprar cuando quieres comenzar.





WONDERLAND GANG


He decidido empezar con esta banda porque con prácticamente lo que propongo a continuación participé en el último torneo de Valencia y no se me dio mal.


¡Gracias Xermi por el trabajo de montar todo y el buen fin de semana que pasamos!


A continuación enumero los packs necesarios para la lista que propongo (pinchad en el título para acceder a los perfiles que proporciona Knight Models):


PACKS


WONDERLAND GANG



Resultado de imagen de blackgate prisoner set 2

RAVAGER

- Blister Ravager: 20€

He elegido estos packs porque se pueden utilizar todas las miniaturas salvo una (¡por 1 punto!). El de Wonderland es de los mejores Starters que han sacado y los cuatro prisioneros caben en casi todas las listas de villanos.

A continuación, escribo mi idea de lista:


LISTA



Mad Hatter
75 REP
0$
White Rabbit
55 REP
0$
Ravager
75 REP
0$
Tweedledum
Grapple gun, Ammo
38 REP
1100$
Tweedledee
30 REP
300$
Little Spark
40 REP
100$
Prisoner 03
18 REP
0$
Prisoner 04
19 REP
0$
Estrategy: Weird Crew
1 Point
Estrategy: Snitch
2 Points
Estrategy: Change of Plans
1 Point

En primer lugar, es importante destacar que la banda ofrece mucho control, buen disparo, gran movilidad y pegada suficiente contra la mayoría de bandas.


DESPLIEGUE

Yo situaría al Sombrerero en un pasillo amplio, con acceso a poder pasar de un lado a otro y con alcantarillas de por medio (por si ha de escapar). Junto a él, el Prisoner 03 y Tweedledee que, ambos con Bodyguard, van a asegurar que Jervis no caiga. Para terminar el grupo, el Prisoner 04 con su hacha. 'Inspirado' por Jervis su arma puede hacer estragos.
Ravager, 'Chispas' y White Rabbit son comodines. El combo entre los tres es realmente potente, pero 'la coneja' siguiendo a Jervis no es mala idea tampoco. Yo personalmente los situaría o bien en carriles limpios para llegar rápido o bien frente a enemigos a los que se pretenda borrar del tablero.
Ravager ha de beneficiarse de la estrategia Weird Crew para ser lanzada sin miedo hacia adelante.
Por último, a Tweedledum, con su gancho y munición, lo desplegaría elevado apuntando a los posibles accesos del enemigo hacia las zonas de objetivos y defendiendo los dos grupos.


ESTRATEGIA

- Mad Hatter: Jervis controla con facilidad y otorga puntos por ello. Esta es la gran baza de la banda aparte de objetivos y bajas. Movería cubriéndome hacia adelante seguido de su séquito y trataría de hipnotizar Henchmen enemigos con buenas armas. Quien le ataque ha de superar chequeo de Willpower (los líderes repiten, ojo). Recuerda usar su pistolón, su Handyman y sobre todo, Dodge ante disparos. Cuidado con que te hagan daños porque Weak te quita contadores por cada uno. Además, va a ser algo lento por Small y por tener que usar 3SC para controlar.
- White Rabbit: Gracias a su gran movilidad, puede cambiar de grupo según las necesidades de la partida para usar Confusión y eliminar grandes amenazas: Flying High, otros controles, correr...
- Ravager: Buena contra bandas Mirror de control, pues no puede ser hipnotizada. No es acróbata, pero mueve realmente bien. La asesina de la banda que, si muere, solo otorga 2PV. Por determinar su función dependiendo de la partida y el escenario.
- Tweedledum: Una de mis miniaturas favoritas que copio en cada banda que juego. La combinación rifle-gancho es mortal, no tanto por lo que mata si no por el control de los espacios. Ojo, es Bodyguard (por si hay que bajarlo a ayudar a Jervis) y Scheming/1 que permite planificar una miniatura después del enemigo.
- Tweedledee: Bodyguard con un escopetón Beam y Brutal. A tener en cuenta que es Reload y que no se puede recargar. Lo llevaría cerca de Jervis por su Bodyguard y usaría Distract si se tercia.
- Little Spark: Quizá el mejor Henchman del juego. Su relación calidad puntos, poder repetir impactos y, sobre todo, ser impredecible, le hacen una máquina para correr, pegar y defender (no todo a la vez, ojo). Yo lo llevaría junto a Ravager. Es valorable ponerle a él el gancho.  
- Prisoner 03: Función simple y vital, defender con su Bodyguard a Jervis. 1DC+3SC o 2DC+2SC.
- Prisoner 04: Un perfil malo con un gran arma (hacha). Puede ir con Jervis para beneficiarse de su 'Inspire', puede ir rematando lo que vaya dejando Little Spark, o puede meterse en turno 1 en la alcantarilla y salir en el 3 donde se le necesite.  
Con la estrategia Change of Plans trataría de mover un objetivo hacia a mí o juntar dos para controlarlos con una sola miniatura. Con Snitch cancelaría su Change of Plans u otra estrategia mejor.


DESVENTAJAS

- Sufre más contra bandas que llevan spam de ganchos o de hidden-undercover.
- Su pegada no es tan brutal como para bajarse a gente como Deathstroke (salvo combinando a Ravager, Little Spark y White Rabbit).
- Al tener que llevar los bodyguard cerca, escenarios como Ambush o bandas que usan plantillas perjudican.
- Sufre contra Batseñal.


VENTAJAS

- Control, movilidad, disparo y pegada.
- El Leader no va a otorgar PVs porque casi seguro que no cae y Ravager dará 1-2 PVs.
- Es muy entretenida de jugar porque tiene varios combos y control de enemigos.
- A bandas con poco Willpower (League of Shadows por ejemplo) las controla muy fácilmente.
- Se usan 8 de las 9 miniaturas que vienen.


AMPLIACIÓN DE LA BANDA

A continuación pongo ideas de miniaturas para variar/ampliar la banda:
- Zsasz (Impredecible), Deadshot (Disparo), Killer Frost (Silbato) o Catwoman (Objetivos y Total Vision): dependiendo del objetivo de la partida.
- Copperhead o Clayface: por su Undercover para contrarrestar la Batseñal.
- El resto de presos y locos para poder cambiar Henchmen y conseguir incluir a Prisoner 05 que, bien  jugado, es muy táctico.
Pongo el link a la página de KM para ver de qué opciones dispone la banda: LINK.


Espero que os haya gustado la entrada y le sirva a alguien que empieza o que desea comenzar con esta banda. Yo disfruto cada partida que juego con ella y la veo realmente potente. ¿Qué os parece la idea? ¿Lo veis competitivo? ¿Qué cambiaríais con este presupuesto y esta banda?

¡Un saludo!

martes, 8 de diciembre de 2015

First view of BMG December releases

Last Friday Knight Models published their releases for this month, and as it was expected the Animated Series are here as miniatures so some of us are coming back to our childhood.

As it use to happen when a new line of products is released, a new Batman has come to us. This new version of the Dark Knight can maybe hurt to the Adam West version, only for 5 more points it offers interesting things (it has a cost of 80 reputation points), but without being as powerful as the most expensive versions.

Although it doesn't have Attack 5 neither Sneak Attack, it still is a good close combat fighter thanks to he still has Strength 3+ and the Reinforced Gloves. Regarding the rest of the "bat-stuffs" he keeps what every Batman must carry on: Batarangs (on this case the cheap version of them: the Batlings with a range of 20 cm), Batcape (although Adam West doesn't use it) and Batclaw, also he still is the best detective in the world as the Detective trait shows.

The huge difference with this Batman is on the lack of the Bat-Armor (as Adam West), but instead of that the ignores the outnumbered rule for being Martial Artist; and the most remarkable thing is this is the first Batman with the Acrobat trait!
You can see the stats of this Batman here 
The second and last of the releases of that new line of miniatures is a new version of Catwoman, although on this case is not as powerful as the Arkham City one, but she is one of the cheapest Free Agents of the game, it costs 50 reputation points, the same as Damian Wayne. 

Her defensive skills are the same: Defense 5, Acrobat and Movement 4, although the main reason for her low cost have something to see with the lack of some traits that did the old version so much powerful: Total Vision and Primary Objective: Loot (combined with her high mobility and defensive skills), also having the same Endurance as a low cost Henchmen: 4, which means a good attack can end with her in just a moment.

Her Whip is perfect for annoying objectives to the rival thanks to its Reach. Her Pickpocket can be very useful in some situations: for going for all the battlefield stealing weapons to the KO characters, and this time she doesn't need a CRT to do that just having her friend or foe target knocked out; or thanks to her mobility including her Climbing Shoes, and also with Reinforcements (1/C) strategy, she can be a pain for those enemy shooters that are split from their mates. Imagine that Catwoman on a Penguin crew picking the weapons of her fallen mates.

Regarding her hates she still doesn't want nothing to see with Joker's crew as well with Law Forces, which was recently added to the other version.
You can see her feline card here
Coming back to the more traditional miniatures, one of the gangs has been highly increased this month is Green Arrow thanks to the addition of a close combat fighter as Katana, who can also be included on a Batman crew (she is one of the Birds of Prey).

If katanas themselves can repeat failed impact and injury rolls, Tatsu's Precise Blow made her impacts even more precise adding a +1 to the impact rolls and allowing her to repeat the collateral dice. But the really powerful on her, apart from her ability for killing without too much effort, is the control she can has on her enemies thanks to the possibility of taking out defense counter (Feint) and the additional action counters the enemy loses if he/she is damaged: to every counter is lost for every 2 wounds the katana is able to apply, the Enervating of her Soultaker Katana increases that lose of counter in 1 more. All this makes her the perfect candidate for struggling with the most powerful characters. She also has some Shurikens (Batlings) to disturb her enemies.

In terms of defense, she can be quite hard thanks to the combination of Adaptable + Defense 4 + Martial Artist in close combat, and Adaptable + Defense 4 + Movement 3 + Stealth + Acrobat against ranged attacks.
Take a look of her stats here
And if Katana is a great adding for the "Good guys" gangs, for the evil ones another expensive character is here: Black Manta, the main enemy of Aquaman (does it mean something?). If Katana can be included on the good guys gangs with the exception of Law Forces, with David happens something similar with all villain's gangs except Organized Crime.

His profile is at the level of a Leader and although it seems he can be overpowered, not having any 5 on Attack and/or Defense and not dealing all blood damage on close combat attacks makes him an equilibrated character. As Katana, but without having to pay for it and without re-rolling the collateral damage dice, thanks to his Weapon Master he has better chances in close combat thanks to the +1 to impacts he can apply.

One of the things can inflict more respect on the rival is his distance weapon, to its 40 cm of range and Night Vision it must be added the chance of killing with a CRT Collateral roll. Another interesting thing is his ability to use twice Tracking (it was already know on Lady Shiva) thanks to the 4 SC he can use for being Scientific once the points has been counted, so for example he can let the objective he was controlling and prepare himself for his next planning phase. Also he can jump during that free movement.
You can see the card of this new villain here
Another of the strong releases of this month is a new version of Riddler as a Leader this time commanding his own Robot, which can give another point of view to the playing style of his gang. If the other Riddler had the chance of repairing the BOTS, that new one makes the opposite thing, something similar to Heat Ledger's Henchmen Bomb but not only once per game and damaging on 4+ instead of 2+: once per round he can destroy a BOT for trying to make lethal area damage.

In terms of defense he has a trait shown on Militia Brute 1: Cybernetic, but on his case the negative effect has not so much impact due to his Endurance rolls are to 8-, and for being Large he can repeat those checks (Resilient), and he also recovers contusion damage to 3+, so even with Defense 3 it can be difficult ending with him. Also, instead of the trait Luck he has an Energy Field which avoid attacks on a 5+ and without having to pay for that.

Offensively that Riddler can be quite hard to deal with him. His range attacks have unlimited range, ignore Bulletproof Vest and add some difficult to the Ping! rolls for being a Beam weapon (that kind of weapons are the worst enemy of the SWAT Delta), although he can only use it once time each two rounds. On close combat he can still increase his chance of impact thanks to Confusion, and although he has Strength 4+ he damages to 3+ due to the Mechanic of his weapon.

But that increase on his offensive facet has a negative impact on his objective controlling one, when trying to put a Clue Marker this time he has to do it at 4+ instead of 2+, and again he will miss Luck trait for re-rolling that.
The card of that new Mecha Riddler can be seen here

For closing the character releases of this month, as 3rd consecutive month a new Scarecrow member for the gang is shown, the second of the Milita Brutes and main reason why Arkham Knight must be included on the crew if both Brutes are also in. As his "brother" he still has the same mobility and defensive problems with Movement 1 and Defense 2, although he still has his Light Armor, Cybernetic and Sturdy making that value 2 a little tricky.

Regarding the rest of the traits and weapons are similar to the Harley Quinn's Gatling Brute shown last month: it also gives 1 extra VP if it becomes a casualty, and he handles an Anti-Tank weapon perfect for taking down enemies as the recently shown Batmobile, that although the rules about vehicles are still unknown, that weapons ignore the Armours and can repeat damage rolls against that kind of models, but it still is a very expensive weapon with a $850 cost. The main difference with Harley's brute is the lack of the free Push on close combat.
See his card here
And for closing this month, this month is Wonderland Gang the one receiving some gang counters.

As a last comment just sayin that the DataBank has been updated with this month releases and removing Catwoman from Law Forces. Also Affinity With trait can only applied once, i.e. Poison Ivy who has Affinity With Bane can't be included on a Batman gang if Bane is on it, so some character has been removed due to that.

Regards and we keep reading on La Biblioteca de Alfred.