I'm wondering if I should post pictures of my work in this thread; it gets no comments in the P&M showcase; almost 1000 views. Feedback (both good and bad) would be welcoming and helpful!
Clearer individual figures are available in my P&M showcase thread.
timetowaste85 wrote:I'm wondering if I should post pictures of my work in this thread; it gets no comments in the P&M showcase; almost 1000 views. Feedback (both good and bad) would be welcoming and helpful!
Since this is a "general" thread I think it's nice to have a bit of everything. We probably don't want to overdo it on the photos because some people have bandwidth issues (or don't like having to scroll past tons of photos when browsing on their phones), but I don't think anyone minds one or two photos here or there?
Anyway, your models look good, I especially like your Wolverine and Colossus! How did you shade Colossus' metals skin? It looks fantastic! That's something that I'm worried about having to deal with when I get around to him.
I wonder if you would get more feedback if your photos were a little better? I think the better the photo the easier it is for viewers to appreciate a good paintjob or spot potential areas of improvement.
By the way, I think it would be worth spending the time to greenstuff over the slot in the base before painting; unfortunately Knight Miniatures bases have really obvious slots and the tab on the models don't "disappear" into the slot very well.
I totally agree about the bases! Some I just rushed to get right to the painting, but I've filled in a few later ones, like the X-Force Wolverine. Agreed also that a camera is required; one better than the phone, that is. I can try to take better photos with better light as well; so far, they've all been in my room.
Colossus' skin was made by priming grey, painting on the midrange silver (ironbreaker, I believe), then the new Stormhost silver lightly dry brushed, then nuln oil, then a very light mithril silver drybrush.
timetowaste85 wrote: IColossus' skin was made by priming grey, painting on the midrange silver (ironbreaker, I believe), then the new Stormhost silver lightly dry brushed, then nuln oil, then a very light mithril silver drybrush.
So, ridiculously, I have made sure to get duplicates of some. Whaaaa?? Why?? Reason is I already ended up with a duplicate Cyclops and Wolverine from before the starter set came out. Then, Deadpool was mis packed to include two. After that, and I hatched my plan to have multiple X-teams, I bought a second Magneto to put in his Marvel Now white duds. And a second Emma Frost to be in diamond mode and in regular mode to avoid confusion. If they ever release Archangel and Psylocke, I'll buy dupes of them AND Nightcrawler to have a full X-Force team. Knight Models is getting serious duplicate purchases from me.
I had some thoughts on the Brotherhood, gameplay-wise.
I'm currently wondering if they're going to be struggling badly from focus fire due to the lack of "Bodyguard." - In the games I tend to play it isn't always the Bodyguards job to just tank *all* the damage. But more to spread it around so that everyone is in grey as long as possible.
On the other hand, both Sabertooth and Toad have regeneration. - But then, Focus Fire is THE way to deal with that.
None of the characters are especially squishy though, except Emma. - Who will probably need to shift into Diamond Form earlier than she would normally do so thanks to not having Colossus to keep an eye on her.
On the subject of Colossus.... As things currently stand, Magneto is a scary, scary man. - Lobbing Colossus into the very team mates he's supposed to be protecting. Even the Avengers can't really sneer at him with Iron Man or the Hulkbuster in most lists. - Guardians have a little less to worry about too.
He provides some consolation to my "Bodyguard" fears too. - At least he'll be cancelling one attack a turn (though it costing 2 power is rather ouchies,) Though 3 inches is a lot less versatile than Cap's shield block. I can see it only really being helpful for Sabretooth. - Toad will probably be off on his own most of the time and Mastermind and Frost will be travelling at the wrong speeds.
It'll be difficult keeping everyone in a suitable formation for a 3 inch radius.
Perhaps split everyone into groups. - Magneto, Toad, Sabertooth early game, before Toad splitting off to go for a more isolated objective, while Magneto and Sabretooth get into the melee
Pyro/Gambit hanging out with Lady Mastermind. Terror Vision will be pretty darned helpful there.
That kinda leaves Emma. - Probable with Lady Mastermind would be the sensible thing. Gotta say though, I haven't really got a handle on Emma yet, I've not used her myself and only played against her in one game. - She seems good, but she really needs to get within 8 inches of opponents in one piece, which isn't the easiest thing to do. I'm wondering whether it's best to go Diamond at the start, then go back to normal in the scrum. Whereas, traditionally my thought process would be the other way around...
Between Magneto and Emma Frost, the Brotherhood do have a few extra tricks up their sleeve. - For example, Magneto has "Master Tactician" but, unlike Cyclops, his tactician is actually going to work reliably. - Literally over 90% of the time, as opposed to Cyclops, which isn't even half that (Cyclops will pull off 'Master Tactician a measly 43% of the time). You add this to Magneto's "Strategist" ability, then the Brotherhood could really control the flow of the game. - If you leave Magneto until near the end of the turn, you could potentially have 3 characters activating in a row, depending on how initiative works out...
And, on that subject... The White Queen, Emma Frost herself. Ok, sure, Mastermind isn't as helpful as it'd be in Batman but shifting the odds 8% in your favour for initiative at the start, but the fact that dice are removed every turn makes things a lot more interesting.
So, team selection. - Right now the main choice for the brothehood at 50 points is, do you replace Pyro or Toad with Gambit. Or, not take Gambit at all, leaving you at 47/50.
Overall, I'd say Gambit is almost a direct upgrade to Pyro. Most characters tend to have either a high energy defence OR a high physical defence. Sure, Pyro is bananas against Groot, but he's also terrible against Nova and if you're facing one, you're facing the other. So that's pretty much a wash.
So yeah, that's a pretty good argument for replacing Pyro with Gambit. - It also means you leave Toad unaffected, who is your best shot at grabbing objectives.
So, Toad, the only acrobat/agile member of the Brotherhood, with Stealth as well to help with his survivability. - The dude can 'run' 18 inches a turn if he needs to. Or alternatively, move 9, pick up an objective, move another 9. He is, without a doubt, the best at objective stuff in the Brotherhood.
However... Given all that, a very large part of me really wants to see the sort of damage a Pyro / Gambit / Lady Mastermind teamup could do.
I'm actually all caught up; I have every model I currently own finished (from them), and my brotherhood, Sabertooth, Jean and extra Emma are on order. That'll give me another 7 to paint, but I have 12 fully done.
So my first game with The Brotherhood of Mutants fighting the X-Men.
Have a little fun with some "spot the difference" of this "Before and After" Lets say, Magneto had an effect on the board.
So, the Survival Mission. Kill Magneto and Kill Jean Grey.
Magneto, Toad, Pyro, Lady Mastermind, Emma Frost and Sabretooth
VS
Wolverine, Rogue, Colossus, Cyclops, Jean Grey and Gambit
The X-Men were in the center, while Pyro was on the north west flank, Lady Mastermind NW corner. Then the rest spread across the north. - Magneto nearest the NE corner.
Combat was joined right on the first round with Rogue lobbing Wolverine into a pretty much immediate fastball special against Toad. - I was really banking against this, as Wolverine had been frozen thanks to Emma Frost. So, err, drat. Between the fastball and Wolverine's attacks, Toad was down to practically half health on the first turn. However, Sabretooth managed to intercept Wolverine with the combination of his full run and a pounce.
Midgame, it was mostly me trying to kill Wolverine and the X-Men Sabretooth. Soldier helped out Sabre on that one, keeping him in the fight longer than Logan, who got knocked out then killed off thanks to "Cruelty."
Late game. The main issue I had, was I had to try to kill Jean, who didn't leave Colossus' shadow until the end of turn 4. Whereas, Magneto and Emma didn't have the same benefit, taking a lot of fire (Metal shield helped slightly but it was death of 1000 cuts). It turns out that Magneto isn't too tough for a 12 point model. Emma was super squishy - I left diamond form a little too late I think.
However, when Colossus ran off to kill Magneto, he left Jean all alone, which allowed Pyro to actually do something useful for once. - Along with Toad as well. Jean made a run, well, fly for it as far away from everyone as possible. - Emma and Magneto were finished off, mostly thanks to Colossus' wave attack. But Lady Mastermind psychiced Colossus to death.
So, last turn. 3 left standing. Gambit, Cyclops and Jean off on her own. Against Toad and Pyro racing after jean, and Lady Mastermind just hoping everyone ignores her. Pyro exploded the scenery Jean was hiding behind. Where, as the last act of the game, Lady Mastermind slowly walked up the board, past Gambit, past Cyclops. Raised her gun, fired two shots with her gun. A battle of amongst the most powerful psychics in the marvel Universe...
And Regan kills Jean with a handgun.
So, the results. It's a draw, 3 points each, each team with half still standing and their primary target killed.
Overall, the brotherhood play very differently to the other teams. I'm not convinced of their playstyle though. - At least with the models so far. I think overall, you're better off with either Emma Frost OR Lady Mastermind. Having them both just hamstrings your damage output too much.
Pyro's pretty poor. - Effectively he's at one attack a turn and bad dice can really hurt you with an attack of only 6 (going down to 5...) In full 50 point games, I'd recommend replacing him with Gambit if you have the opportunity. The only time I'd suggest you don't, is if you want both Pyro and Gambit in the same team.
Sabretooths great. Takes damage easily but he's VERY hard to put down with the hitpoints and 'soldier'
Toad, I'm pretty impressed with. Sure, he nearly died in turn 1 and 2. But regeneration brought him back from the red back up to grey by the last turn. Additionally move > Spit > Move worked out pretty well. However, I never really had the power for his defensive ability. - Maybe that's more useful in objective games.
Magneto's... Interesting. I said earlier, he seems good, but very situational dependant. Sure, he can throw a bunch of stuff and, big stuff. However, the thing people don't seem to mention is big stuff is big. I had a problem a few times where tossing anything would have hit half my team at the same time. Also, like I mentioned earlier, he's actually not as tough as I would have expected for a 12 point model.
Emma... Err, I messed up a few times by not activating her as early in the turn as I should have. That's definitely a thing with the Brotherhood. So many of their abilities build off of the previous persons abilities that build off the previous persons. This gives them a bit of a lack of flexibility and can cause issues I think with "wasted" power.
For example, you need to start off with Emma Frost. Then do Lady Mastermind. Then Toad. Then Magneto. Then either of the remaining characters.
Then you need to position the characters in places where you can take advantage of all those debuffings. So, it's harder to pull off. I also feel as if a problem is, you're paying points for all that debuffing and if it doesn't work out, then your team are basically playing the underdogs. However, I need to try them out in a few more games to see...
I just had my second game with the Brotherhood. Just a starter set game against the Avengers. - My first was a full 50 point game.
I'm sad to say, my initial impressions of the brotherhood haven't changed. If anything, they've just become more negative. Having played the Avengers and the X-Men, my feeling is that the Brotherhood, as they stand, are just simply bad.
Even just going by today's game.
Not enough damage output. Pyro and Toad are far too inaccurate, Lady Mastermind does maybe 2 a turn and Magneto is very situationally dependent. - Sure, a game set in a full car park, Magneto would do horrendous amounts of damage. Typical game? Throwing a few size 1 crates about isn't particularly impressive.
Additionally, as none of the other teammates do 'big attacks' his once per game attack is almost certainly never going to happen, or hit if it does. With X-Men and Avengers, the teams have multiple 'large' attacks, so ultimately one will get through a shield block. Brotherhoods such low damage output causes no risk or decisions on an opponent. - An Avengers player always leaves Shield Block for it. And an X-Men player would always keep Colossus in the right place too...
The second biggest issue is how easy it is to take the team down. With Metal Shield being the only defensive power of note (Again, giving you the whole 'Oh I block Bring the thunder and die to Unibeam' situation), the team is especially vulnerable to being focus fired. Combining this with the Stamina values of 7 and 8, once a character hits the pink zone, they're effectively out of the game. And once they're down, they'll be focused on (again, no bodyguard to help) and taken out.
The third big issue I have is apparent still in the starter set games. The complete lack of flexibility for the team. Ultimately, the activation order has to be. Lady Mastermind > Toad > Magneto > Pyro. Otherwise, your debuffs are just going to waste.
So, to summarise, as the game stands right now, I would just simply not play my brotherhood anymore in any situation that isn't teaching a complete newbie how to play the game."
And I would certainly recommend most strongly against someone buying the faction.
Played 45 point game today, X-men (led by Magneto) vs Avengers. I started by having Magneto move up the field to get near throwable objects, then had Deadpool activate out of order to get close to Black Widow to shoot her down. No luck. I then activated Nightcrawler to port in to the objectives, punch Black Widow in the face, and run away with it. Meanwhile the bigger Avengers started coming in to attack the elf. Colossus, Wolverine and Gambit were in the back row, waiting for an objective "handoff" (drop/pickup) to play keepaway. On my second turn, with Nightcrawler half unconscious, an evil glint in my eye, I had Magneto pick up a building and hurl it at Cap, Widow, Hawkeye and Thor (he clustered them). Thor, Widow and Hawkeye all frigging danced out of the way. Cap (and here is my issue) BLOCKED A WHOLE FETHING BUILDING WITH HIS SHIELD!! After he failed his overwhelm dodge, he shield blocked it. Rest of the game involved Deadpool getting knocked unconscious after holding up enemies, wolverine handing an objective to colossus, wolverine and Nightcrawler getting nuked and killed by a Unibeam, and Gambit and Colossus played keepaway with the objectives, sealing a win for me, although 2/3 of my team was toast and he still had everyone standing.
Best moment was throwing a building on top of 4 avengers at the same time. Worst moment was seeing plot armor protect all four of them. Didn't even get any dust in their eyes. Vision took a shipping crate to the face though. That was satisfying. He also took a Wolverine projectile to the face as well.
Yup, sounds like Cap. Basically the way I see it, you need to try to set it up so you can trigger two big 'red' attacks in the same turn to beat the shield.
I think you are playing Brotherhood a little wrong. You really shouldn't have them spread out very much. This means they easily come into Magneto's line of fire for his attacks and also more importantly they don't benefit from his Leadership power bonus which really helps Toad and Pyro especially since their power is so low. The extra power is gained when they are activated rather than at the beginning of the turn so you can start the turn away from Magneto and move him in closer so the others can benefit. This means Pyro can get his Pyrotechnic Burst and Pyroblast on the same turn or move and double Pyroblast. Metal Shield also means they benefit from sticking with Magneto.
The Brotherhood in the boxset are also all ranged attackers (Sabretooth is the only exception at the moment) so having them grouped isn't so bad.
Regarding Magneto's throwing - If a character is a secondary target they don't get a reaction. This means if Cap is a secondary target from a thrown scenery piece he gets the Overwhelm rule dodge but can't Shield Block it with the exception of rules like Bodyguard and Metal Shield that say when they can be used. But Cap can't Bodyguard and Shield Block the same attack to defend a teammate because you only get one reaction to an attack. You should simply throw things at another primary target and hope Cap decides to take the brunt of it with Bodyguard or fails his overwhelm roll.
Me and a couple mates were looking to get into both the marvel and batman variants, however the faction system is holding us back.
As it'll just be the 3 of us playing it for now, we'd prefer to mix and match factions (I'm personally a fan of a flash/deathstroke combo), so were wondering if this is possible, or do the way factions interact simply make this impossible? Similarly for Marvel we had planned on just getting all 3 factions between us, then making our teams from the lot (before we seen the rules), again is this possible or do faction balances/rules not allow it?
Between friends I've never had an issue with mixing up teams/force-building in BMG, it hardly breaks the game really. For example, taking Deathstroke (normally a Free Agent) to lead a 'Bane' crew as the mercenaries suit DS well narrative, or fudging the Sidekick allowance to get Batgirl and Nightwing with Batman. My rule of thumb is that if it's the sort of thing that would/has happened in a comic, then I'll just do it. Technically, when building a team you 'should' only take models specific to that faction, and obey the Leader, Sidekick and Free Agent limits, but the game isn't going to fall apart if you and your mates do some 'wouldn't it be cool if...' setups.
As for Marvel, it is pretty flexible and if characters have been in certain teams, that's represented (eg you can take Wolverine in the Avengers, or have Magneto lead the X-men), but even then, it's not going to break if you put, say, Nova in the Avengers.
Nah, there's nothing like that really. Obviously there are some factions/models that do work best when kept 'pure', such as Riddler or the Court of Owls, but you won't find anything that means you literally can't play, say, Arkham Batman with TV Arrow.
There are a couple of faction things that bug me in the Marvel game. Particularly that Deadpool is only allowed to be in good Avengers and X-men teams when he should really be neutral considering he's a mercenary who hangs out with other villains.
@Madrox; thanks for the tip! I'll make sure to pay attention to that next time! Cuz Cap DID do the shieldblock as a reaction after failing his overwhelm. Should have been squished flat.
I wanted to be able to carry Batman cards in normal deck vaults and card sleeves, so I built my own card template that can be used for printing the cards in standard size. You can see it on my blog. Basically, if you click on any field you can enter text. You can also set images by clicking on the image boxes and pasting the image URL in the pop-up dialogue (or pasting base64 image data to embed it). Once you're done you can save the card as HTML by clicking the "save" button and copying the text, or you can just save a screenshot and crop out the card as an image. More detailed instructions are on the blog page.
The resulting cards would look something like this:
The idea is that you line up counters next to the cards rather than on top of them (all of the data you need in-game is on one side, so you don't need to pick up the card and flip it around). This way you only need a single small card rather than a large folding one. Obviously it can also be used for homebrew.
Anyway, feedback is welcome. Let me know if this is of any use to anyone, or if you have any suggestions or anything.
Hey all. Ids this the right place to get some suggested lists for BMG?
I'm just starting to get into the game and have settled on picking up a big bane (the Arkham Asylum one) crew, and I'd appreciate some suggestions for a 300 point list.
I'd like to keep it to as few purchases as possible, and I've heard that the goon with the automatic rifle and night vision goggles is awesome, as if the guy with Bodyguard, but really the only must have is bane.
Here's the simplest I can come up with that ticks all the bases. Buy:
Big Bane- because of course!
Bane Thugs Set 1- This gives you the Venom Soldier, who can flatten most henchmen on his own, will draw some fire and has Bodyguard. Think of him as mini-Bane and stick the two close together for best use. The set also gets you TNT, who is packing the lethal Assault Rifle. While I prefer Dallas from the Bane starter for my Bane crew's Assault Rifling needs, TNT is tougher (and thus more forgiving for a beginner) and has the Order trait which can be used to buff nearby Henchmen should they need the Action Counters.
Arkham Asylum Inmates Set 1: This gives you Mezz and Meatman, two nice mid-range cheap henchmen to score objectives and run interference while Bane is smashing stuff. They come to a nice 50 Rep together, and as a bonus can be used in any Bad Guy team you fancy running down the line (except the Court of Owls)
That gives you a nice 300 Rep force, with enough models that you shouldn't be outnumbered any more than you'd expect from having 150 points tied up in Bane. The list itself looks like this:
I played some Marvel tonight. My opponents first 50 point game, my fourth.
I've got to say my opponent left very disheartened with the game.
My X-Men list of Magneto, Colossus, Jean Grey, Wolverine, Cyclops, Gambit
Against
Deadpool, Cap, Iron Man, Thor, Hawkeye, Black Widow, Vision.
Basically, the combo of Jean, Magneto and Colossus when they all got together was just too much for him, particularly on the second turn when Jean triggered her force field which effectively made my whole team immune to damage. That same turn, I did Gambit and Magneto's big attacks.
"You just did a lot of amazing stuff and I'm having to suit here and not even have PS of doing a single damage to you"
Gotta say, it kinda sucked the fun of tossing a building at someone. I had never used Jean Grey before and my experiences of Magneto in a Brotherhood list have been... Less than impressive so I didn't really see all that coming as a possibility until after it.
seems pretty clear that they dd not play test the rules or characters enough. With the BMG rules it's harder to notice the imbalances since the rules themselves are a little murky in some places. MMUG is a clean and concise set of rules that shows the lack of play testing much easier.
(of course you can't bring these issues up on any of the 'official" groups or you will be banned)
Compel wrote: I played some Marvel tonight. My opponents first 50 point game, my fourth.
I've got to say my opponent left very disheartened with the game.
My X-Men list of Magneto, Colossus, Jean Grey, Wolverine, Cyclops, Gambit
Against
Deadpool, Cap, Iron Man, Thor, Hawkeye, Black Widow, Vision.
Basically, the combo of Jean, Magneto and Colossus when they all got together was just too much for him, particularly on the second turn when Jean triggered her force field which effectively made my whole team immune to damage. That same turn, I did Gambit and Magneto's big attacks.
"You just did a lot of amazing stuff and I'm having to suit here and not even have PS of doing a single damage to you"
Gotta say, it kinda sucked the fun of tossing a building at someone. I had never used Jean Grey before and my experiences of Magneto in a Brotherhood list have been... Less than impressive so I didn't really see all that coming as a possibility until after it.
Played my first Batman game in a while. Another victory for Joker!
My opponent used the Reverse Flash which was our first speedster. I think we (Well my opponent since I don't the new book) managed to get the rules for speed force wrong.
Luckily despite him using too many powers and in the wrong order the Reverse Flash is terrible at fighting and went straight for Joker. Soon to be followed by Joker and his henchmen beating him to death.
Also since I'm playing again and like reading about it is there a more chatty forum? Facebook just seems to be just for posting pictures of your models and the old forums seems to have been overrun by spam bots.
The Arkham City Limits group is the main discussion place for Batman.
I used the Reverse Flash in the game for the first time recently too.
Basically, he can only use one speed force power per round and he can use up to a level 5 power - so that means no tripling his attacks and no placing him anywhere on the board.
However he is still able to either double his attacks for the round, or be moved 10/20/30cms before people start placing tokens.
And that's in reality the practical guide to how reverse Flash works.
I found that he's fine. Charging into a horde of clowns, not a good idea but he feels sufficiently killy that he could take down a non close combat focused boss or free agent.
4 in attacks (doubling to 8) plus 3 in move is still good enough if you start the turn in base contact with someone to have a good punch at them then speed away to an objective.
I found that 'running' wasn't worth while - you never get 30cm in a straight line on my boards. But 15cm plus 2-3 rerollable d6 is plenty of distance.
The main thing I found is you spending a lot of points on basically not killing major models of note.
Ok, so I get my Sabertooth model tomorrow. And I REALLY want to run a Weapon X team. Nobody in my areas cares about affiliation, but there is a missing member: Maverick. If anyone is unsure of his power/ability set, he's got a form of regen, absorbs (and as of recently channels) kinetic impact, good hand to hand combatant and carried a large high caliber gun and grenade abilities. I'd like to make a custom card for him allowing for these abilities. And I'm curious on points suggestions and such.
He should have willpower similar to wolverine, regen, a 2/Green absorption defense against kinetic attacks, probably an attack of 6 and a power of 6, a Red ability to unleash stored kinetic energy, a blue grenade launcher ability from his gun, hand to hand green attack (classic punch or kick), and a green shooting ability. Thoughts for points? I'm thinking between 6-8, maybe just going with an easy 7. I can't see him being higher than 8, but 6 feels borderline too low.
I'd still like to have the absorption of kinetic impact in there. As a 2/G. Making the bodyslide into a Cyclops' Blue and giving him the absorption sounds like a good plan though, with the same point cost. I might up the damage from pistol to assault rifle by a single point though. With an increased cost of 1 as well. What do you think?
He's probably best suited to joining the Dark Avengers; he could technically run with the regular Avengers as he's neutral, but that makes far less sense. Just be aware that to use Doom with the Dark Avengers, you'll need to drop one of their cheaper models to ft him into the standard 50-level list, I think.
Ok, so dipping into Batman. I bought stuff based on "rule of cool" and can branch from there. What type of team can be made (if any) from Batman (basic), Nightwing, Red Hood (JT), and Robin (TD)?
Oh, and I have regular Deathstroke too. Cuz reasons.
None of the models are arkham or movie/tv affiliated.
Basically you've got a full Batman crew there! At 350 Rep, the upper end of the standard, you can play that as:
Leader: Batman (Dark Knight Returns)- 109
Sidekick: Nightwing- 85
Free Agents: Robin (Arkham City)- 68
Red Hood (Arkham Knight)- 88
Don't know if those profiles match up with the models you have, but all the cards are free on the KM site so there's no reason not to use them. Batman, Tim and Jason all have multiple versions, so you've got some options for the start. For example, at 300 (the other end of the standard, you can go with:
Batman (Arkham Origins)
Robin (Arkam City)
Red Hood (regular)
Deathstroke can be added to most bad guy crews, and has two profiles as well.
Play around with this page and you'll find all the cards and stats, and be able to see what you can fit in a team:
http://bmg-builder.com/batman.html
None of the models have relation to Arkham Knight/City, the movies or TV. Batman is the regular one with no additional title, Red Hood is the one with the two outstretched guns, Nightwing has his escrima/kali sticks, and Robin has his hood and staff in front of him with both hands holding it. While it sounds like I can sub rules since most of those characters have multiple cards, I'm definitely looking at the options those versions start with.
Sounds like that's the Arkham City Batman, Robin and Nightwing, then (The AC isn't listed as they were released before duplicates start popping up) and the comic Red Hood... using those exact profiles it's not possible to do a legal list as Comic Hood and Nightwing are both Sidekicks (you can have 2 Sidekicks if you don't take a Leader, but obviously, Batman is one of those). So if you really want to play it like that, you can take Bats, Tim and either Nightwing or Hood, but not both.
Honestly, though, I really wouldn't worry about matching profiles to models, this isn't a WYSIWYG game, the cards are all (literally) on the table so there can't be any confusion as to the version you're using, and there's there's nothing inherently Arkham/Nolan/Comic ect about the profiles. For example, the Red Hood profiles for the comic and Arkham versions both boil down to 'acrobatic dude with guns', they just have different strengths and weaknesses- Comic Hood can fire both his guns in a turn under certain circumstances, while Arkham Hood can turn a Knockout into a Kill if he dealt the last damage, other than that they're just variants on the same stats and rules. You're just restricting your options if you don't switch the cards around, and outside of a tournament no one is going to take issue with printed cards.
Oh, ok. Cool. Yeah, then if they're all the "original" version, and the originals were AC, then I guess that makes sense. Batman is the blueish costume with a batarang down by his side and he's standing straight.
Yeah, that's the Arkham City Batman, also the closest to a classic comic design and in my opinion the nicest Batman sculpt available (though I'm looking forward to getting my hands on the Batfleck in the Suicide Squad set next week!).
Yeah, the Batfleck suit was cool, but I didn't wanna jump on the suicide squad team. Team Bats should be a lot of fun, and I'm looking forward to it. Will likely eventually get Damien, Batgirl and Batwoman too.
With the sudden announcement of the Freeze gang, people should deffo have a look at the quick reference weapons section in the FLArrow book, you may find a henchmen freeze ray
Personally, the Bat-family is my favourite crew to play, the limited model count can be a challenge against larger teams but every model is usually very capable at their respective roles and complement each other nicely.
Those additions are a good idea. Batwoman is awesome, she does 80% of Batman's job just as well for less points, and Damien is nice as well, cheap but has a few tricks to set up other characters to really like on the damage. I've only used Batgirl a handful of times, but she's nice as a support character/objective runner.
Black Canary and Huntress are both really useful as well, and you also get the start of a Birds of Prey crew!
I was considering huntress as well, cuz she can definitely be argued as part of the Bat family. But I also wanted to stick strictly to one team per game...I have a habit of control loss. lol. I stuck with X-men, and I'll stick with Bat-family. Which includes the B of EM and all applicable sidekicks and team-bat characters.
I downloaded the free Marvel rules, is there any way to get the unit stat cards as well? Or is this a situation like Malifaux where the rules are free but the unit profiles only come with the models?
I find the free rules a nice gesture, but without unit cards and how to make a list it's a bit hard to see if it's something I want to take the plunge on, especially with the model prices as high as they are.
Automatically Appended Next Post: Never mind, noticed the cards are under Product Data Sheet on each model sets page.
Rules for each model are free on that character's page; there should be a link like "item description" or something right under the cost. It's the rules for that character. So all rules are currently free.
Slight change - I'm possibly looking at getting a small crew for the Batman game. I really like the Ivy and plants box, and saw that Swamp Thing is her sidekick. Outside of those, what would I add to make a 'thematic' crew? I'm not super big on DC, I really just know the major players. Or is DC stuff less about thematic crews and just villains working together?
It's as thematic as you want it to be. Batman has been around since 1939, every combination of villains has probably teamed up at some point in some form or another.
Generally speaking, the crew building rules are pretty thematic anyway. have a look at the Hero Builder for ideas on what you can field with whom.
Just like most games, you might sometimes compromise on theme if you're wanting to play in competitive tournaments. - For example, I have a League of Assassins list made up entirely of ninjas. Competitive League Lists tend to use League aligned mercenaries. But, not being a competitive player, I want goddamned ninjas, goddammit.
If you're going for a pretty straightforward Poison Ivy list with Swamp Thing list without loads of random purchases to get 1 extra model, you're probably good with getting "Blackgate Box 1."
That would give you a 350 point list (the standard game size) of:
Poison Ivy
Her 3 plants
Swamp Thing
Prisoner 01
Prisoner 02
Turk
Which would work out fine if you just want a small crew with not many purchases. - There's plenty of ways to improve on that competitively though (EG, generally speaking you'd want Modified Pheromones in a competitive list, but that's too many points)
Generally speaking you struggle if you have less than 6 models just because of board coverage and objectives.
If you're not too worried about amount of purchases, I'd recommend getting "Blackgate Prisoners Set II" as well.
The typical game is 350 reputation, $1500 funding. And I don't know if you know this already but the games rules are effectively available in wiki format at Crits Kills People.
Generally most lists I make up have 8-9 models. That drops down to 5 or 6 if I have expensive models in my list (EG my Green Arrow / Flash / Diggle list)
It's not unusual for certain lists (Joker and Penguin) to have 11 or 12 models as a swarm list.
Looking at the Plant rule, basically, they're stationary henchmen with a 10cm range that can contest objectives, and come out when you decide on a Plant marker. But once placed, they can't be re-placed on another marker? So essentially they're little turrets?
That seems a bit limiting.
I put that list in Hero Builder and it comes to 331rep? Is this where the second Black Gate box helps?
Yeah, the plants are pretty limited, the benefit is they're cheap and you can take each one up to 3 times, so if you can scratch-build some more which is (easy, they're just plants with teeth- I've seen some Tyranid bits used to good effect there) you can bulk out your list a bit.
The difference between Free Agents and sidekicks is mostly that FAs give up more VP when they are taken out. One way you could take an Ivy list with some FAs is to take Harley Quinn and/or Catwoman for a 'Gotham Sirens' list, that's a team that comes up quite a lot. You'd probably want to back that with a couple of plants and some cheap Blackgate henchmen, that way you've got cheap objective sitters while Harley and Catwoman go for objectives more aggressively, since they're very fast.
One think to keep in mind is that you can access all the cards freely from the KM website, so for characters like Ivy with multiple versions, you should feel free to just print off the card for whichever version you want to use. The Arkham City one is only available direct as a model these days, but you can get the card and use the comic one with those rules if you want.
Yeah, I think I used the wrong Ivy when I made the list... Or got a guy mixed up between the two sets.
In the Flash/Arrow book there is a strategy that lets you move a plant from one marker to another once per game. - That's pretty handy.
And yeah, you can get the cards from clicking on the "Product Data Sheet" link on the knightmodels.com website.
An example of the Poison Ivy list I used recently is:
Arkham City Poison Ivy (who is now direct only)
3x Plants
Deadshot (Classic - with the sniper rifle)
Killer Frost
Turk
Prisoner 02
And, to be honest, it went ok, Killer Frost is pretty neat (Keep an eye out for the 'adaptable' special rule, it's pretty awesome). The main disadvantage I found was that it wasn't too punchy, but possibly going for the new Suicide Squad Deadshot instead would work, as his 'bullet time' special rule should help out more when enemies get a bit closer.
Funnily enough, before I looked at Swamp Thing, I was looking at Catwoman, Ravager, Copperhead and Killer Frost, to get a bunch of the female villains together. I think that seemed a bit more flexible. Not sure how I'll go initially, but I'm leaning away from Swamp Thing right now to get him later. I'd already thought of ways to get more plants. It's not like venus fly trap style plants are uncommon in this hobby.
I read the Ivy tactica which was very enlightening - I seem to innately pick the 'tricky' crew in games. I have no idea how I do it every new game. They also mentioned in the Ivy unboxing for the new set with the plants, and it mentioned that the new Slave Plant rule had something that the old Plant rule didn't have, which I guess was the once per game relocating to a different plant token.
As a non-player, what is happening with these games?
There is now a DC Universe and Marvel Universe game spot on the website. Is the Spiderman game getting combined with the MU game and the same with Batman and the DC one?
Why are there two types to begin with?
There doesn't seem to be much info on the website, what is the companies strategy? Are they going to keep developing all four? How do releases for each system go? For the past two months it seems like they did suicide squad and Mr. Freeze now for Batman, but no other releases for other games. So if I was to buy in how long would I wait for possible new releases?
Batman Miniatures Game: Where it all began, and by far the most expansive range. It covered 'street-level' stuff in the DC universe, like battles between rival crime gangs or Batman helping the cops take down a The Joker's operations. Typically you'll have about 2-3 named and known characters per side, then a bunch of Henchmen that are basically the game's 'faceless minions' (though they are still very useful and vital to the game, they're just not capable of going mano a mano with Batman and friends). It's a very cerebral game, very much about planning and executing that plan well rather than mindless brawls (though those can and do occur, and are mighty fun)
Spider-man miniatures game: Best to forget this one exists, like KM have. They utterly botched the launch by making it only available from them, and have only ever released 2 barely functional factions for it. Technically it can be played against Batman crews as they share the same rules, but a so few people even play it that you might as well not worry.
Marvel Universe Miniatures Game: The other end of the scale to the Batman game, you won't find any henchmen here because it's all about the heroes and villains. Rather than Spiderman and some cops, you'll be playing a full blown Avengers team taking on The Brotherhood of Mutants or Doctor Doom or the Dark Avengers. This game is simple and fast, very interactive with scenery and models being thrown all over the place by all kinds of powers and great if you want your game to focus on the big hitters duking it out.
DC Universe Miniatures Game: Like the above Marvel Universe one, but for DC, same rules and completely compatible. So far this hasn't had any releases, the first is on pre-order (a Dawn of Justice Batman/Superman/Wonder Woman set, which is a pretty full team from the get-go) right now. Unlike when they spun Spider-man off from the Batman game, though, they're actually making this available to retailers, so my guess is it'll take off much better!
In terms of releases, last month with just the SS box was the exception rather than the rule, normally you'll get something more akin to this month with a couple of 4 model 'starters' (a hero/villain and 3 minions for Batman, 3-4 heroes for the Supers games), and then 3-4 blisters. This month there was nothing Marvel as they brought out the DC version, but other than that and the SS set, Marvel and Batman have all had at least one release per month since the Marvel one released back in the spring, so it's pretty consistent.
If you're looking to start, my advice is to forget about Spider-man completely as it was dead on arrival sadly, if you want Batman or Marvel Universe then jump right in, just pick one of the team starters which are available for pretty much every faction and go from there, and for the DC Universe game, either grab the Batman/Superman/Wonder Woman set now if you think that's a team you'll want to play, or hold off a bit as I imagine we'll get some new team sets pretty soon (not sure if they do December releases, but if not, then something will almost certainly land in January).
Sorry for going on a bit there, I hope it explains things. If you've got any more questions on starting the specific games, or KM stuff in general, let me know!
Para sums it up pretty well. A couple of the Spidey guys can be found online, like eBay, but not common. Marvel is TONS of fun, and they really got the feel of it down; you feel like you're playing with 90s comics over-the-top-ness.
I thought the Spiderman game as well as the Marvel game was a bit redundant. It's not like street level Marvel heroes don't duke it out with the bigger heroes in the comics. There's distinct power levels at play, but it happens. Like, Matt Murdock might 'just' be a ninja, but in the comics he's still throwing cars, just not as far. Just have the street level guys appropriately lower cost.
It's different in DC where you have guys like the Joker who really are just human gang bosses who run around with henchmen. When Superman drops down, they need to be rocking Kryptonite to to much other than get thrown into the sun, so it makes sense to separate those into their own game.
How does 35mm compare to 28mm? Could i buy universal city terrain that is meant for a game like Infinity or bolt action and get away with it? Or is the size completely different.
The Batman game seems like it has a more complex and dynamic ruleset than MU game. At first glance MU looks like the 1st gen X-wing one a very great, but a bit simplistic set that is easy to jump into. Is this a good assestment? Do you feel like MU lacks depth? Does Batman have it?
This next question is kind of abstract. A problem for me that I ran into with X-Wing is the universe felt a bit static. Like since the series had hit the end all the stories that were told about things were always told so I was playing the same battles over and over. (note this was before the new movie). Do the scenarios and releases make you feel like you have the same problem? Or is it a non issue? Like how many times can Captain America fight the same four guys on an enemy team before it gets stale? (might be a little different with batman game because of all the henchmen and factions)
35mm basically means that minis are going to be noticeably taller (so mixing 28mm and 35mm henchmen or whatever is going to look a bit odd), but for terrain it should be fine, doors and windows ect will all look roughly the right size and the general height/size of buildings for other games will work fine for this.
I think that assessment on the rules is pretty fair, Batman is definitely the more cerebral game as the core mechanic has you committing to actions at the start of the turn, and there are only a handful of models (outside the Joker faction, who can pretty much all do it) that get the ability to change their allocations mid-turn. Marvel is much more 'pick up and play', the rules are less about planning ahead and more about reacting, which has its own benefits as it means there's scope for a lot of 'reactive' powers which is fun and you don't need to think things over as much. I'd not say it's lacking depth, at least not enough to make playing it unfun, but in general, if you want something quick, fun, easy to learn and sometimes very over the top and dramatic, go Supers, if you want something that's more of a chess-like 'battle of wits', go Batman. Of the two, I personally prefer Batman as I like the less forgiving and more complex gameplay, but Marvel is still great fun and excellent if you're looking for a shorter, more fast-paced game that cuts right to the action.
As for that last bit, I'd say it's only an issue with Marvel at the moment simply due to the comparatively very young range (Batman has been around for about 3 years now and for most of that was KM's sole focus, Marvel is about 6 months old), in terms of Batman I've played dozens of times and it's never felt repetitive. With these larger-than-life characters and rules to reflect that, changing one or two models in a crew can drastically change up the way it plays, so for as little as a single clampack every month or so you can keep mixing things up significantly. For instance, a Bane crew with Deathstroke is going to play totally differently to one that spends those points on some more Mercenary henchmen, a Batman crew with cops in tow will be a totally different playstyle to one that teams him up with Robin and Batgirl.
So yeah, I'd say it's a minor problem with the Marvel game for the moment, though that's solved either by playing smaller games and thus rotating characters so you're not always playing the same lineups, or by coming up with new scenarios and mission objectives, and I'm sure in another 6 months of growth it'll have all but gone, once we have enough releases to truly start varying full teams.
Cool thanks for the info! I think the biggest hurtle is the terrain bit. Maybe one of these games will be something to invest in later. I think I would like the batman game better, but a little more of a fan of Marvel stuff. (though I don't know if it is enough to make a difference.)
Unrelated, it looks like that batman forum was horribly vandalized. There are spam posts all of it.
Yeah, the Batman forums are a mess, probably best avoided to be honest. And the Marvel one was hacked and shut down this week as well, so most of the discussion seems to be shifting to the various facebook groups.
As for the terrain, keep an eye on KM's releases, they just put out some fantastic hard card terrain in the Suicide Squad box that they'd have to be mad not to release, so I imagine that'll be out sooner rather than later. Otherwise, check out TTcombat, they've got some very reasonably priced MDF building kits in various styles, including a lot that are basically meant to be not-Gotham.
Yeah, in general buildings aren't accessible, it's much more about climbing/grappling up the outsides for vantage points and moving between buildings and rooftops rather than entering the building for any reason.
I guess there's nothing to stop you building accessible terrain, the rules would accommodate going inside rooms, or setting up a mission where one side has to fight their way up the inside of a building floor by floor ect, but in general it's all outside and it's the exteriors that matter.
I think if that's something you wanted to represent in-game, the easiest thing to do would be to adapt the existing sewer travel system, removing the model when it enters and bringing it on the next turn from an applicable exit. So for example, you could enter a building on the ground floor, be removed from play for a turn and pop out on the rooftop in the next round. I'd be interesting, but a lot of the advantage certain characters have (typically those with grapple guns/batclaws) is that they can retreat to the relative safety of the rooftops if needed, which is offset by the fact objectives usually have to be placed at ground level. Opening up roofs to everyone could remove that element.
Just wanted to take this game for a spin so I bought the Joker and Penguin 4-figure boxes and some lamp posts and manhole covers. Just trying to think about what to use for terrain, not sure if I want to go straight to 4ground tenements before getting a demo game in.
If you're just testing it out, then all you really need is 3-5 buildings more than about 15cm tall, and a bunch of scatter terrain like crates and barrels, cargo containers or even appropriately sized toy cars and trucks. You play on a 3x3 board so you shouldn't need a ton of stuff.
PS, to answer your question of repetitiveness, I haven't found Marvel repetitive at all, and while it doesn't sound as in depth as batman, it's still tons of fun. The models seem to be the same size as reaper minis (and heroclix!!). I had a HC Maverick next to KM deathstroke, and they were same height. Could be a cheap henchman option. Just depends if you have a care for quality of the minis.
As far as terrain, i bought a pack of hot wheels city vehicles for cars, including a small truck, taxi, van, hipster car and ambulance. $8 gets me all the throwable vehicles I'd need. Paint strip em and repaint em, or leave as is. Buildings I'm not as in-the-know, so I'll leave it to the experts to go over em.
I also bought the heroclix minis for avengers. Based on most current movie heroclix.
I absolutely hate their old costumes. Just not a fan of the comic book outfits. (thors helmet, really?)
A wash, a bit of repaint and the clix look like real figs on scenic bases. They are however a little small. Not huge, but enough to notice side by side.
The bonus of Marvel/DC is while you can do city fight, you can do any where fight. alien planet, jungles, where ever. This is a huge cost savings vs batman which really need the city to play.
For anyone looking to get into DC, Knight have just released stat cards for the majority of suitable characters in the Batman Miniatures Game range, so there's now plenty of variety from the word go, you can really just pick your favourites and put a team together if you don't fancy waiting for a starter set.
They're all in the final third of the PDF, I posted up a list of included characters in the news and rumours thread. I'm dead excited to get playing this now!
This does help boos marvel up brining more people to the game system. The release of 6 new missions also helps as that gives a total of 9 now.
I haven't gone through the rulebook, but I'm curious if things changed any.
Our groups not fully sold on MUMG/DCUMG. Some mechanics seem like missed opportunities/overlooked rules that makes us hesitant to really invest much into it.
will have to read through this new book and give it one more try
The throwing rules have been completely overhauled and the movement rules have been updated slightly.
I'm not sure what else has changed, it's mostly been in the stat card updates. Cap and Colossus have been nerfed quite heavily, while most of the other characters have had either their damage boosted or their abilities significantly bumped up.
Compel wrote: The throwing rules have been completely overhauled and the movement rules have been updated slightly.
I'm not sure what else has changed, it's mostly been in the stat card updates. Cap and Colossus have been nerfed quite heavily, while most of the other characters have had either their damage boosted or their abilities significantly bumped up.
Am I missing the updated cards? I checked the Cap card I printed day one compared to the Cap card on their website under the starter and don't see a difference. Got a link to new marvel cards?
I did reread the throw rules in the DC book. I still don't agree with needing to hit a enemy for a grab that is knocked out. -4 isn't enough nor does it make sense I need to roll to grab someone knocked out.
For example if I did it vs Cap, his Def is 17, so -4 is still a 13. Lets say the average attack is 7. Needing to roll a 7 on 2d8 is pretty crap. Sure you can overload it, but then your spending 4 power for a throw. Which is usually half your power. Not even taking into the account you need to more likely then not move into contact wit the KO character. All for a STR -1 damage? I guess its a ok play at 4 STR, and not bad to use at 5 STR, but 3 or less seems like a utter waste of power.
Do I NEED cops as henchmen? Or can I go sidekick free agent power team? What rep cap should I be going for 300 or 350? Probably wouldn't do tournies, but what rep is the game best played at?
There are two ways to go about a Bat-team, you've mentioned both; Batman plus cops, or Batman plus other heroes (you can also do a Sidekick plus cops or heroes and leave Batman out entirely, but then it's not really a Batman crew). I tend to go for all heroes simply as I prefer that, it'll be challenging against high-model-count lists but very fun to play and very rewarding once you get good at it.
Batfleck is a very solid all rounder at a nice cost, so definitely a good Bat to start off with. You then want to fill out the crew with characters that fulfil certain roles. You ideally want:
- Someone who can help out Batman in tough fights, as he's tough but needs backup against mobs or really tough enemies. Nightwing is nice for this, a bit fragile but fast and hits like a ton of bricks. Batwoman is also very good, but expensive enough that I tend to take her as a substitute leader/budget Batman, rather than pairing her with Batman himself. For something more unorthodox and cheaper, Azrael is an absolute murder machine, able to dish out Blood damage (which can't be healed, as opposed to Stun which can) and damn fast as well.
- Someone to run objectives, preferably cheap and/or having a support ability rather than actual fighting prowess. I like the Arkham City Robin for this with his Flash Grenades, but Damien is a cheaper option and has Batlings which can do a fair amount of damage with a lucky shot (just keep him out of the line of fire as he's really fragile). Catwoman is very fast and gets bonuses for Loot objectives. Batgirl is a cheap hybrid of objective runner and backup fighter, she can do both moderately well but not as well as specialists.
- Some ranged damage is nice if you can fit it in, lots of Bat-people have Batarangs or Batlings so it's not essential, but someone like Red Hood or The Huntress can get you some nice dedicated damage dealers that don't need to be putting themselves in danger.
Batman- Affleck Batgirl- Objectives/Support Huntress- Ranged specialist Black Canary- Objectives/Support, but mostly there for the Canary Cry ability that is a great way to leave enemies helpless for a Bat-beating. Alfred- Medic/points filler, you'd probably be better off using the Rep upgrading to the Arkham Knight Batman rules since the Alfred model is hard to get these days (it was a limited edition with the rulebook)
As for 300 vs 350 Rep, I think 350 is becoming the standard (especially as more powerful characters like The Flash, Cyborg and Starfire have started showing up), and the extra 50 does mean you can pack in a lot more stuff, at 300 you find yourself with some tough choices when you're building lists so it's less forgiving. It's really down to preference and what's being played locally. For reference, both sets in the Suicide Squad set are 350 Rep, assuming Harley is with the Joker crew. so if you've got that, I'd build your Batman crew to match.
Another question, what are some key traits that I should look for?
IE It looks like Ben is pretty tough in CC because of sustained defense and close combat master. AK is tough because of Master Fighter.
Basically what abilitys am I looking for in a tank, brawler, ranged dude, object guy. etc etc
Also looking at the following characters what would you say these role estimates are correct? ( I am tracking you answered some of them already)
Batfleck - Melee all arounder
Ark City - Pure all arounder - Mix of CC, Range, and Special traits
Balebat - Sneaky Melee Fighter, less power than Ben but more agile
Gordon - Ranged Support Fighter
Batwoman - Bargin Balebat
Nightwing - Glass Cannon because of the handy electric batons.
Batgirl - Cheap objective grabber and with some support fighter power in CC (through combo with unarmed plus sneak)
Bald Robin - Stealth Nightwing?
Tim Drake Robin - Henchmen buff and Support guy
Black Canary - Cheap Fighter and Objective Grabber - Nuke like Nightwing.
Ravager - Melee Brawler what does having 2 of the same weapons give her? why would I take her over Nightwing?
Catwoman - Objective Grabber because of low points speed and defense
Robin (DW) - Cheap brawler
Huntress - Cheap Range fighter
I know there are other people, but for theme reasons these are the most likely I would pick to start.
I'd not equate Nightwing and Black Canary too closely just because NW can totally work on his own through sheer damage output, while BC needs someone else to come in and capitalise on the helpless targets, like Batman, Azrael or Nightwing
'Bald' Robin I'd probably avoid simply as there's not much he does that isn't either done better by Nightwing or cheaper by the other Tim Drake, he's just in that awkward middle ground and unlike Batgirl, not cheap enough to justify that. If you like the model, though, you can of course use that with the other Robin rules.
The advantage of Ravager's two weapons is that some characters (notably Catwoman, possibly some others) can Steal your equipment, so it leaves her able to attack even if that happens. The reasons you'd pick her over Nightwing are if you wanted to be dealing unhealable Blood damage (killed enemies award more VPs than Knocked Out ones, and can't get back up obviously) or if you had already used your Sidekick slot.
In terms of traits to keep an eye out for, the important ones are adding reliability through things like re-rolls or bonuses to rolls like Handy, Sharp, Mechanic, Weapon Master, and the ones that let you get more use from your action points like Combo, Sustained Defence, Rapid Fire and Adaptable. Those are the ones that have the most direct impact on how a character plays.
The others to look out for specifically in a Batman crew are Batclaw and Batcape to get up and down from buildings easier, Acrobat for the more reliable movement and more importantly the Dodge ability that can save your life against firearms or bows (anyone that has Acrobat has Dodge automatically, even if it doesn't list it). Reinforced Gloves is also vital, it gives you 2 Stun damage per Unarmed attack rather than 1, so makes you much more lethal up close. All Batmans have that as standard, but it's worth looking for elsewhere as well as that plus combo or Master Fighter means you can really stack up the damage (lots of Henchmen have 4-5 Endurance, so you can drop them in 3 hits with Reinforced Gloves).
Stealth is nice, as it gives you another 10cm of being invisible to shooty enemies, so is nice for fragile or speedy characters grabbing objectives. For that sort you'll also want some kind of mobility boost through Fast, Acrobat or a Batclaw, and in an ideal world at least one other ability that has a more direct use, if you do need to get into a fight, like Robin's flash grenades or Catwoman's Claws.
One thing to keep in mind is that 'cheap' by Batman crew standards is still 2-3 Henchmen in other crews, so in most cases unless the other side is also going Sidekick/Agent heavy, you should be ready to be outnumbered 2:1 at least with this sort of crew.
That's definitely a team that covers all the bases.
The upgraded Suit and Cowl on Batman is great, it should make him tough for anyone other than the really big hitters like Bane or Deathstroke to handle, and the immunity to CRT will come in very handy as a lot of 'special effects' weapons rely on it. The suit putting him on Endurance 9 is very useful as a lot of weapons do damage in multiples of 2, so having an odd number essentially means those will need another hit to take you down.
The Circus Training I'm not 100% convinced by simply as it takes Movement counters to dodge and Batfleck only has 2 that he really wants to be using on moving/Batclawing. It'd be amazing on the Balebat for instance as he has a massive 4 Movement, and handy on someone like Batgirl or Damien with M3, but with 2 it's just not going to come up that often and is pretty pricey.
Though I guess if you've got the points that you can't fill then it can't hurt to take!
I can't find EMP anywhere on the wiki which is the most up-to-date source, so I'm assuming it's actually meant to be the ECM rule, which shuts off all Light Sources (street lights, torches ect) within 15cm of the model. Quite handy if you need to move near a street light for an objective or target but it's in line of fire of an Assault Rifle or something.
I went for more of a Police focus with my Batfleck list.
Batfleck - Kevlar Cowl, Upgraded Batsuit
Nightwing - Martial Arts Training, Batman Inc
Alfred (I've still never used him)
Delta - Extra Ammo, Street Patrol
GCPD Detective - Extra Ammo
Agent O'Connell
Gotham Policeman
The EMP rule has been kept out of the wiki (for now), to encourage people buying the Flarrow book.
- Basically, it's a reroll against models with Cybernetic, Bot or Robot or vehicles.
I went no cops mostly because it was less to buy. I am not sure how much this game will take off in my little group. Also I kind of feel a little weird trying to run batman with dude having guns.
I managed to snag a few of the planned models on discount via an auction. The idea is to grab the starter, the seperate models for batman, and a few models for a Bane group which is my chosen villain team.
Some where down the line if it gets popular I will invest in Gordon and co.
Got my own list to inquire about, how does this sound?
Batman AK
Red Hood AK
Nightwing
2x Handcuffs
Intensive Training on Nightwing
My main issue is if Intensive Training is worth it (Other 2 have Teamwork:All so I was thinking that'd give me just that bit more versatility) or if it's worth taking the improved cowl for the immunity crit
Rygnan wrote:Got my own list to inquire about, how does this sound?
Batman AK
Red Hood AK
Nightwing
2x Handcuffs
Intensive Training on Nightwing
My main issue is if Intensive Training is worth it (Other 2 have Teamwork:All so I was thinking that'd give me just that bit more versatility) or if it's worth taking the improved cowl for the immunity crit
Sadly the handcuffs and Intensive Training have to go, Sidekicks/Free Agents can only take Equipment if it specifically says so. I'd say you're better off upgrading the suit and cowl on Batman. The other thing that stands out is it's 323 Rep so presumably for a 350 game, 3 models at that level is going to be stretched very thin.
Personally, I'd exchange AK Bats for Batfleck (keep the suit and cowl upgrades), and use the spare Rep points to put Damien Wayne Robin in, that way you have someone to run objectives so your fighters can focus on that. Red Hood and Nightwing have the speed to run for objectives if needed, but really you want them in and fighting as soon as possible. Might as well using the funding that's there, so give Red Hood a Hidden Magazine as well for another shot.
3 models is just about doable at 300, but at 350, the extra funding and rep means the big guns and heavy hitters are going to be a lot more common.
-Loki- wrote:How do the Watchmen go? The models are pretty nice so it got me interested.
I've not played them, but the thing to keep in mind is that at 350 Rep (standard size these days) you won't have any options, you have to take all 5 of them and that's it. On one hand, if you just want a small, focused collection then that's great as there's no temptation of endlessly buying more stuff for your crew, but on the other, it does mean you'll be playing the same team basically every game.
-Loki- wrote:How do the Watchmen go? The models are pretty nice so it got me interested.
I've not played them, but the thing to keep in mind is that at 350 Rep (standard size these days) you won't have any options, you have to take all 5 of them and that's it. On one hand, if you just want a small, focused collection then that's great as there's no temptation of endlessly buying more stuff for your crew, but on the other, it does mean you'll be playing the same team basically every game.
The bigger problem with playing watch man is having to use that douche Veidt
While I have never played it looks like they follow what Para was saying is required. Both Nite Owl, Rorschach, and SS look good as objective grabbers, but they also have some interesting ability combos that make them pretty strong.
Comedian looks pretty awesome as a ranged guy. Ozzy is basically a batman type. It looks like they would work pretty well as their own team. The main problem is you would get bored only using the same models.
"Right, a quick announcement - the Arkham City Limits is no longer an Official Knight Models group.
Now, that might come as a shock to some of you - to a lot of members its always been that way. But thats not actually the case - the ACL originally was just a little fan group - I was approached by the old Community Manager and asked if I minded the ACL being the official Facebook Group for the Game, I accepted and felt quite flattered at the time. But times change, as does a Gaming Community.
After much consideration and long discussions, The general concensus was that it was time for the ACL once more to be independant to allow us to not only focus on ALL of Knight Models Wonderful Games and Miniatures (just like the ACL Forum already does http://arkham-city-limits.boards.net/). But also to allow more freedoms to our Members, FLG's, and producers of Third Party Products such as Terrain.
This is not to say the ACL will become a "free for all" for people to bitch and whine - far from it, we still expect the best manners and highest standards of behaviour from our Membership - but now we are free to explore all the possibilites for ALL of Knight Models games.
What does this mean to the Membership? To be frank not a lot really, there will still be competitions, news, and gossip - everyone is now free to post news and and information on new products with much more flexibility that before.
But now we'll also be able to feature news and new products from Impudent Mortal, Knights of Dice, TTCombat, and Multiverse Gaming freely and without restriction.
Plus we're hoping to get our "Worlds Finest" Tournaments started next year too (with a little help from our friends) expect more information on that next year!
One last thing - we need a US Admin! We don't have one - and we need one!
Please PM me (Drew) or any of the Arkham Knights (Admins LoL) to offer your Services!
Regards - Drew"
I didn't feel like painting him in the "official" greys, especially since he would be leading a band of grey/black clad ninjas, so I figured a dark green would be nice. It came out much brighter than I had originally intended, but I couldn't be bothered to try to darken it once it was done - like I said, bit of a rush job.
And to be fair, Ra's is often depicted with green robes in the comics, so it definitely fits, in a more comic-booky universe than the Nolan movies I can definitely see him wearing a matching suit when he needed to go incognito.
Paradigm wrote: And to be fair, Ra's is often depicted with green robes in the comics, so it definitely fits, in a more comic-booky universe than the Nolan movies I can definitely see him wearing a matching suit when he needed to go incognito.
I mentioned a long time ago that I had hoped this game would be good for introducing new player to tabletop gaming, but that I felt it was complicated. Well, I finally got around to trying a game, using a simplified subset of the basic rules. It didn't go very well; the special (advanced?) rules seem to be too important and it doesn't really work very well without them. I've got a a few photos on my blog if anyone's interested.
Yeah, the game is very much on the deeper / more complicated scale. - It's not a thing against the game though, really. I've got a few mates that want something that feels a lot deeper.
However, you can now start them off on the DC Miniatures Game, potentially using some of your other models from the BMG.
EG Batman, Flash, Green Arrow, Black Canary, Justice League Team (Yeah, I know it's not strictly allowed, but meh, it's a smaller points game)
Against Joker, Harley, Deathstroke and Ras/Bane/Clayface.
Compel wrote: However, you can now start them off on the DC Miniatures Game, potentially using some of your other models from the BMG.
I'm thinking about that, though that does mean that most of the models I've already painted are useless, and I'm not sure how much more time, effort and money I want to put in without knowing whether my friends will actually take to it or not (my primary game is Warmachine, and I've got a whole stack of stuff I'm trying to finish for that). Well, right now I'm planning to re-read the rules and then try Batman again, should be a bit easier now the second time around.
I guess to kinda explain it, I need to go a bit into my 'philosophy' of Tabletop games. I tend to split tabletop games into 2 types, that I basically decided to call "strategic" and "tactical" games. It's not the TRUE definition of the words, but they kinda fit nearish well enough for me.
Typically, Strategic games, your 'plan' is ultimately the most important thing. Whether this happens in listbuilding, the deployment phase, or the first couple of turns, this specific strategy and goal you have in mind and your adherence to that strategy and goal, and the strength of that strategy versus your opponents strategy is what decides the outcome. Games I'd put into this camp include Warhammer Fantasy, Blood Bowl, Kings of War, Star Wars Armada, War Machine and Batman.
Tactical games on the other hand are a lot more fluid. Sure, deployment, listbuilding, having a plan all play a part in it but, ultimately they're not The Most Important Thing for success. Generally, the key to success lies in being able to adapt more to changing circumstances, being reactionary, the person that's best placed, in the heat of the moment, to react to changing circumstances. Examples of this sort of game would be some 40k game types, Lord of the Rings, Dreadball, Deadzone, Imperial Assault, X-Wing and Marvel/DC Superheroes.
So, both War Machine and Batman are very much the 'Strategic' games, which kind of makes it harder for someone to get into initially, until it 'clicks'.
Now, I don't play War Machine myself, but I've had some chats with some mates that are big into it. The way I understand it, War Machine is ALL about the moving gears in a giant wheel sort of style of play. A boosts B who enhances C, who makes D awesome, who makes your Warcaster blow up your opponents head.
Batman, despite being a skirmish game, is very much that same sort of way. When you sit down and make a list you need to go and think. "Ok, how am I going to achieve the most points, what objectives am I going for, how is my team going to fit together that I can still enact my plan to achieve my victory conditions."
So ultimately, even before the game starts and you have an opponent, or sorted out your army list you're having to plan these specific concepts to ensure that you win the way you're wanting to win. So there's a huge amount of pre-game thought that matches together your list, your objectives and your Bonus Strategies.
And there's this sort of heavy thinking that I feel is so similar. And is probably why it's quite hard to introduce people to the game.
That's very interesting. I've never really thought of things that way; I suspect I have yet to reach that level of gameplay.
I typically consider miniature games in terms of how "abstract" they are (I'm not sure that's the right word, but it sounds right to me): larger games are more abstract by necessity (you can't realistically roll every attack separately when you've got 30 Orks making 4 attacks each against 30 Tyranids or whatever). Each attack tends to be one die, and it's only against a single stat (so in 40K you roll against your ballistic skill regardless of how big, small, fast or slow your target is). Meanwhile smaller-scale games like Infinity and Warmachine are less abstract; you are rolling each attack individually, considering both the attacker and the defender's attributes.
I find Batman to be more abstract than it needs to be; you roll two or three attacks at a time, considering a single attribute (either the attacker's stat OR the defender's). And like more abstract games, a lot of stuff is "standard" and then has to be modified by a special rule, rather than just being a stat in the first place (model speed, weapon range, etc). In those ways I think of it as being more like 40K (at least 5th ed, what I consider and old-fashioned rules system), than Infinity or Warmachine (what I consider more modern rules systems).
I like the comparison of strategic versus tactic. Well done.
I also see a similarity between Batman and Warmachine. To me, its about a tabletop game that really has resource management as a major part of the experience.
In Warmachine/Hordes, the allocation and use of Force is critical to each stage of the game. How much are you allocating to your Jacks? How hot are you willing to run your Beasts? How much will your caster need for himself? What is the activation order for your units and models?
Batman is very similar in the allocation of Willpower tockens. How much Attack will you need? Do you need to hold in some for Defense? What is your activation order for your models, given that you will alternate with your opponent? When do you use a Skip? Do you go first or defer?
It is so much more planning rather than moving that it becomes a different kind of game than 40K, Infinity, etc.
Good points Drazz. I guess I'll just have to play some more to actually learn how the game works in action. Sadly there aren't any other players around here, so I'm just going to have to figure it out myself.
That's a 50 point X-Men force finished now, when I add in the X-Men team card. - Game wise, it should do ok. I'm kind of worried about the new "Throwing" rules though, in house games, we're going to be playing it that Knocked Down gives -3 agility, as opposed to being automatically hit by agility attacks (EG something being thrown at a knocked down person). I'll need to play some more games though. I'm not sure whether we should make the "Knocked Out" be a total of -6, or still keep that as automatically hit or not.
The original idea is have Magneto, Colossus and Cyclops hang out as a little group together. Gambit being a bit further out, then Wolverine and Rogue running about causing havoc.
Rogues been buffed pretty massively with power thief. - She's pretty darned awesome as a spoiler now. - Someones gearing up for a Once Per Game attack? Send Rogue in, between her stuns and power thiefs, it's entirely possible that they might just not have enough power counters left to get into position and pull of their huge attacks.
455_PWR wrote: Nice video. Was on the fence with the new set... now it's on my buy list! Can't wait to actually have a full pure faction freeze force with henchmen.
I hear they will be releasing more henchmen packs for Mr freeze soon.
If you're looking to start, my advice is to forget about Spider-man completely as it was dead on arrival sadly, if you want Batman or Marvel Universe then jump right in, just pick one of the team starters which are available for pretty much every faction and go from there, and for the DC Universe game, either grab the Batman/Superman/Wonder Woman set now if you think that's a team you'll want to play, or hold off a bit as I imagine we'll get some new team sets pretty soon (not sure if they do December releases, but if not, then something will almost certainly land in January).
I'm hoping for some DCUMG releases real soon (Lex Luthor, Sinestro, GL, MM, updated rules for some more BMG characters, etc) as that's the game I want to play of all KM's games. I can form a team of Villains, but still want to make sure KM will continue regular support for it.
And best part is (also advice for the poster you were replying to), you can play it w/ MUMG. Which is great where I'm at b/c so many people have MUMG teams (also tons of BMG gangs up here, but most players dont have enough to make a real DCUMG list).
Automatically Appended Next Post: as i see the announcement for Luthor and Black Adam lol...
Yup, typical gamesize for Batman is 350 reputation / 1500 funding.
Typical size for Marvel / DC is 50 levels. Though it wouldn't surprise me if people playing DC VS DC games go up to 60 or so. The Big S accounts for 18 levels all by his lonesome.
Quite happy with him; he is a nice model to paint up, and to practice highlighting on. I'm still trying to get the hang of painting organic shapes; after the highlighting I did end up having to go back and trying to fix some trouble spots, but the colour didn't come out exactly the same when I did so, resulting in some areas that (rather embarrassingly) stand out a bit more than I intended because of the slightly different colour. Hopefully it's not too noticeable.
Just got my Suicide Squad boxset in the mail last week. Very impressed with the content. I am already looking at a third crew, but am not familiar with who can "gang" up with who. I have not read the rules entirely, so maybe there is a "who can gang up with who list" in there. Common sense on a lit of them, but some Villains don't dig each other.
A couple options I am looking at are Batman + cops/ catwoman (?), something with the comic version of Killer Croc or the Black Mask crew.
The best thing is to have a play with this, it's a crew builder that lists who works with any given faction.
http://bmg-builder.com/batman.html
General rules of crew-building:
- A crew's size is governed by Reputation and Funding. Some models only have a Rep cost, others (usually those with ranged weapons or other specialist gear) cost Funding as well. You get $500 for every 150 Rep (rounding up), and the standard game sizes are 300R/$1000, or 350R/S1500
- A crew must have 1 model with the Leader or Sidekick rank, who is the crew's Boss. They may then have an additional sidekick if they wish.
- A crew can have 1 Free Agent per 150 Reputation, unless it includes a model with the Charismatic trait, in which case it's 1 per 100R. A crew can include any number of Henchmen so long as you have the Rep and Funds available.
- Every model has an Affiliatiion on its card, this lists the crews it can be taken with. If a model's Affiliation is Unknown, it can be taken in any crew that doesn't include a model it has Hatred for (ie. Blackgate Prisoners have Affiliate: Unknown, and Hates Batman/Green Arrow/Law Forces, meaning you can take them in any 'bad guy' crew).
- Some models have Affinity: Character as a trait, meaning they can be included in any crew that features a model of that name. For example, the comic version of Harley has Affinity: Poison Ivy, and thus can be included in a crew with her despite her Affiliation being Joker only.
That's about it, there's a few other bits that you can find in the rulebook but that's the basics. The team builder listed above won't let you make an 'illegal' crew, as it removes any impossible selections each time you add a character to the roster.
Here's a couple of example crews going by what you mentioned:
All you need to buy for that is the Quick Response Team box and Catwoman, assuming you got a SS with Batman. If not, then you'll have to get a different Batman, but you can still use the Batfleck stat card if you want.
As for Black Mask, perhaps
Black Mask
Killer Croc (SS version)
Solomon Grundy
Anatoly, Mesh and Goon 1
342Rep, $600
This is the BM starter set, KC and Grundy. Grundy is a good one to have as he can be used for a lot of different crews, so if you find your Joker team a little short on muscule or want to expand later into Penguin or Two-face crews, he can be slotted into those very easily. Deathstroke is a good alternative if you don't fancy Grundy, his Comic version card is about the same Rep but much shootier and again, he can work with all sorts.
combat engineer wrote: Just got my Suicide Squad boxset in the mail last week. Very impressed with the content. I am already looking at a third crew, but am not familiar with who can "gang" up with who. I have not read the rules entirely, so maybe there is a "who can gang up with who list" in there. Common sense on a lit of them, but some Villains don't dig each other.
A couple options I am looking at are Batman + cops/ catwoman (?), something with the comic version of Killer Croc or the Black Mask crew.
Any advise would be welcomed. Thanks.
Mat
afaikhttp://hero-builder.net/ is the most up-to-date. As for advice on who to pair up, that really comes down to your preference of style and flavor I suppose?
Yeah the http://www.hero-builder.net is the main one that's kept up to date now. It also has an army builder for the superhero game., so you can compare and contrast that one.
I do have the SS Killer Croc, but the comic/ AK version looks so a much better. Same reason I bought the Killing Joke Joker, just looks better. Nice to see that each version has different rules.
I would like to start with either a Batman (Not sure on version. Yes, I did get the SS Batman.), Batgirl and two to three Henchman (Gotham Police/ Agents.) or a possibly a Scarecrow crew.
Yeah, I bought the Killing Joke Joker as a replacement for Leto.
Cause, eww, Leto.
I'll still use his rules (the Joker gang in the box set doesn't work without Leto's rules, unfortunately.)
Batgirl's kinda a hard one to use, I've fielded her a couple of times and not really worked out the 'knack' with her. She's got this kinda weird thing in that she's too squishy to fight tough badguys, but is just enough points that it's worthwhile for tough badguys to fight her. I suppose if you use her for objective grabbing, she should be able to comfortably handle any cheap objective guards the other team has.
Batfleck, I used him for the first time last week. He's a really interesting one compared to the other Batman guys. And that's because he is also surprisingly squishy. And yet, he's also a massive close combat rear-kicking machine too. Albeit, one that's somewhat slow. I'd describe him as a bit of a "Glass Cannon" Batman. The Dark Knight Returns Batman is kind of similiar but um, a glassier cannon?
Arkham Knight Batman is the one that I've seen used most often. He's basically just a super murder machine, but is also one of the toughest. Downside again is, he's relatively slow. And also, for efficiency purposes, you're also probably best fielding him with Arkham Knight Robin.
Arkham Origins / Arkham City Batman are sort of the all-round Batman. They're expensive, but not the most expensive. I'd probably recommend Arkham City Batman if you want the allround 'Batman' experience.
The "Dark Knight Rises" Batman, aka Christian Bale is the fast, sneaky Batman. He's not as full on killy as Batfleck or the computer game ones but he's got a few tricks up his sleeve, like sneak attacking then arresting people. He's also the fastest Batman.
The Animated Series Batman is your budget bat. I've not used him yet but he feels like he's mostly there, like Batgirl I mentioned earlier, for objective shenanigans. And also, for those situations where you want to take a really expensive sidekick, like Cyborg or The Flash (aaah aah).
Mordern Age Batman is one of the newest ones, I can't really put my finger on him. He and Robin seem like they'd make a nice team up as 'something different.' On the other hand, do you really want to paint up a kid in booty shorts?
I tend to pretend/forget that Adam West Batman exists. Basically he's just a cheap support piece that gives you extra money, as far as I can see. Kinda similar to animated series Batman.
No more direct 1966 Batman characters have been announced, but... There's a new Catwoman due at some point.
Compel wrote: I tend to pretend/forget that Adam West Batman exists. Basically he's just a cheap support piece that gives you extra money, as far as I can see. Kinda similar to animated series Batman.
No more direct 1966 Batman characters have been announced, but... There's a new Catwoman due at some point.
I need that Catwoman figure, right meow!
(sorry, couldn't resist).
On a more serious note, I really like how Knight Models makes the stat cards for all the figures available on line. It allows a guy like me who does not need multiple Batman figures to play the stats I want to.
See the News and Rumours thread for more, but the word is KM have lost/dropped the Marvel rights. From a business perspective, it makes sense, as with HP coming out as well they'd be maintaining 4 separate lines with what is still a very small team, but it's undoubtedly a shame.
The official announcement is expected next week, so if there's any Marvel stuff you want, grab it ASAP!
Dear Customers,
This is going to be a year full of changes and new projects at Knight Models.
Our company was founded in 2008 and began working with Marvel Entertainment Inc. licensed products by designing and manufacturing high quality miniatures of its most famous heroes and villains for collectors and painters. Later, we expanded that relationship and created the Universe Miniature Game and its range of gaming miniatures.
Our long entrepreneurial relationship with Marvel has been incredible, and working on such a gratifying project for so many years, developing those characters that we love so much, has made us very happy. Unfortunately, all good things must come to an end.
Knight Models will no longer make products based on the Marvel Universe licence.
It has been a difficult decision, as many hours of work, effort and excitement were invested in this licence. But we consider that our business must follow another path.
We would like to thank the teams at Disney and Marvel Entertainment Inc. for allowing us to create such wonderful products. We also want to thank you, our followers, for your support.
Our investment in our superheroes lines, however, continues with the DC Universe Miniature Game and, of course, our flagship Batman Miniature Game – these lines will continue to be developed, and we’re incredibly excited for the future of these lines, as well as forthcoming projects. The Batman Miniature Game has become a cornerstone in miniature skirmish gaming. The successful launch of the Suicide Squad game box has allowed us to invest even further in the game’s future, and grow our wonderful gaming community.
This year we celebrate the Batman Miniature Game’s 5th Anniversary, and we’re doing so in style, with some very special anniversary products and brand new expansions, starting with the Arkham Knight campaign book, with more great new content to follow.
Of course, it cannot have escaped the community’s attention that Knight Models will soon be launching another big licenced product. We are thrilled to have the opportunity to work with Warner Bros. over the following years, and enter the fantastic, magical universe of Harry Potter. The Harry Potter Miniature Game will be a culmination of the team’s hard work and dedication to creating a true quality gaming experience, and we look forward to launching some of the most spectacular miniatures to accompany it. We hope that you’ll enjoy this new project as much as we have working on it!
I am guessing the license got too expensive. That is the problem with licensed lines. The real money is in your own IP IF you can get it off the ground.
That's a bit of crap stick for the Marvel players. But I am excited to see more BMG stuff coming out. I am pretty impressed with the Suicide Squad box set.
Not really keen on a HP game though. I think there must ber a better IP that they could work with/ on.
The core rules for Spidey are exactly the same as Batman, the only difference is some special rules found on the character cards. All these are actually in the BMG wiki to the best of my knowledge, so assuming you can find the cards (might be the hard part now everything Marvel is gone from the KM site) the rest can be played using that:
So my store suddenly started carrying this game and I was instantly drawn to the court of owls (one of the best batman stories I think).
Does anyone have any tactics for them? I picked up the starter gang of the O'Malleys and the court leader.
My only worry is they can't hire anyone but other court of owls members but at least I won't have to buy that much.
Lots of people in a couple different FB groups i'm in are talking about selling their MUMG stuff.
But why? It's still compatible w/ DCUMG. I've asked in both groups, yet to get an answer... Is it just shortsightedness or some form of overreaction? Or am I missing something? They refuse to play DCUMG?
Because they're angry and want some form of return on the models they bought into?
I'm keeping mine, but I can say that KM won't see another dime from me.
Dr. Cheesesteak wrote: Lots of people in a couple different FB groups i'm in are talking about selling their MUMG stuff.
But why? It's still compatible w/ DCUMG. I've asked in both groups, yet to get an answer... Is it just shortsightedness or some form of overreaction? Or am I missing something? They refuse to play DCUMG?
I guess it's the same reason that while I'm keeping my Avengers and X-men teams, I decided not to panic-buy stuff to fill them out; ultimately, with such a small pool of models to actually pick from, games are going to get stale very fast, with no chance of new stuff coming along to mix it up. I'd rather spend that same money on building up good and evil DCUMG teams that I can continue to expand over time, rather than invest more in a game with very finite options. The Marvel teams will still see action against DC stuff but I figured it wasn't worth expanding them now.
timetowaste85 wrote: Because they're angry and want some form of return on the models they bought into?
I'm keeping mine, but I can say that KM won't see another dime from me.
No i figured something like that, but again - you/they can still play it w/ an actively supported game. Do you just refuse to play vs DCU models?
I'll play against DC, personally. But I won't buy anymore. Others won't even support the game. I bought the models. I like the models. I wanna use them. I don't want to send another dime to KM though.
To try and drum up some conversation, and also to get it away from the slightly depressing topic of the Marvel license, I have a list that I would like some advice on.
Batman (Ben Affleck)- 150
- Kevlar Cowl- $250
- Reinforced Batsuit- $100
Nightwing- 85
- Batman Inc- 3/$400
Black Canary- 69
Agent Ron- 25/$300
- Street Patrol- $50
Gotham Policeman- 16
- Whistle- $200
Gotham Policewoman- 14
- Whistle- $200
Comes out to 337/$1500 (I would add in another generic cop, but it's for a tournament tomorrow and I don't have the model). I've played a few games with it, including a practice tournament last week, and I feel like it works well, although I need to work out how to use them best. Practice tournament was 2 minor losses to Two-Face and Mad Hatter then a flogging by a Joker horde crew.
The intention of the list is to have Canary use her cry on weaker goons while trying to also clip priority targets, then Nightwing/Batman follow up and knock out the more problem models. Once they're knocked out, Bats and Nightwing move on to the next target while the cops follow up behind and arrest/take objectives.
Hey Guys, for those interested in SMG, with the Marvel license gone I have set up a Living Rulebook project group for the game on FB called Hell's Kitchen!
Basically this group will carry on the SMG stuff as an unofficial fan-made living rulebook compatible with BMG still.
Currently we are working on some old cards someone made in the ACL Forum but next week we should get started on working towards more Henchmen and Gang Equipment Lists
Rygnan wrote: To try and drum up some conversation, and also to get it away from the slightly depressing topic of the Marvel license, I have a list that I would like some advice on.
Spoiler:
Batman (Ben Affleck)- 150
- Kevlar Cowl- $250
- Reinforced Batsuit- $100
Nightwing- 85
- Batman Inc- 3/$400
Black Canary- 69
Agent Ron- 25/$300
- Street Patrol- $50
Gotham Policeman- 16
- Whistle- $200
Gotham Policewoman- 14
- Whistle- $200
Comes out to 337/$1500 (I would add in another generic cop, but it's for a tournament tomorrow and I don't have the model). I've played a few games with it, including a practice tournament last week, and I feel like it works well, although I need to work out how to use them best. Practice tournament was 2 minor losses to Two-Face and Mad Hatter then a flogging by a Joker horde crew.
The intention of the list is to have Canary use her cry on weaker goons while trying to also clip priority targets, then Nightwing/Batman follow up and knock out the more problem models. Once they're knocked out, Bats and Nightwing move on to the next target while the cops follow up behind and arrest/take objectives.
Seems solid to me, I've found Nightwing and Canary to be a devastating combo in the past, great for taking on hordes but if you can get a lucky hit on a more powerful model then be sure to prioritise them for a beat-down from NW or Bats, it's a rare chance for either to attack with their full potential. Also keep in mind that Canary's Cry only costs 2SC, and with Acrobat (for 12CM basic move), Attack 4, Strength 4+ and Technique, she's no slouch in combat against a lone thug or even non-combat-focused Free Agent herself. So while you never want to overexpose her, don't be afraid to send her up against a minion if it gets you an objective or if they're on their last legs, especially if they were also hit with her Cry.
The Warp Forge wrote: Hey Guys, for those interested in SMG, with the Marvel license gone I have set up a Living Rulebook project group for the game on FB called Hell's Kitchen!
Basically this group will carry on the SMG stuff as an unofficial fan-made living rulebook compatible with BMG still.
Currently we are working on some old cards someone made in the ACL Forum but next week we should get started on working towards more Henchmen and Gang Equipment Lists
The Warp Forge wrote: Hey Guys, for those interested in SMG, with the Marvel license gone I have set up a Living Rulebook project group for the game on FB called Hell's Kitchen!
Basically this group will carry on the SMG stuff as an unofficial fan-made living rulebook compatible with BMG still.
Currently we are working on some old cards someone made in the ACL Forum but next week we should get started on working towards more Henchmen and Gang Equipment Lists
Any chance of fan-made (not OP) MUG characters showing up? I'd like to bulk up my X-Men team, and would love to do an X-Force group, but I'm shy Psylocke and Angel (and Fantomex, I guess).
timetowaste85 wrote: Any chance of fan-made (not OP) MUG characters showing up? I'd like to bulk up my X-Men team, and would love to do an X-Force group, but I'm shy Psylocke and Angel (and Fantomex, I guess).
There's a few FB groups going around making custom cards
Building my first list up. Not 100% sure if it's legal, but I think it should be fine. New player, no games under my belt. Big Joker fan, so went with his crew first.
Definitely a legal list, nothing to worry about there. The one thing I'd point out is the lack of firearms, that might cause some problems if you come up against a shooting-heavy list like Scarecrow militia or some Bane builds, or a really shooty free agent like Deadshot or Red Hood.
It's probably ok for now, but as you expand to 350/$1500, I'd look at someone like Triston with his shotgun or even drop a piece of Equipment or two and fit in Sniggering with the assault rifle.
I'm new and looking to start out. I think I'm buying the suicide squad box as that seems like the best start. I also like Bane. Is the Bane and crew box like a fully playable faction?
Yep, the Bane starter set is a solid way to get going. You get the Origins version of Bane who isn't as punchy as the other one (known as Big Bane) but still a very respectable Leader for the points, and some pretty versatile henchmen that will remain useful as you expand (and can also be used in a League of Shadows list if you ever go that way).
Off the top of my head it comes to around 180 points out of the standard 300-350, so you won't have a full crew from the very start like you would with either half of the Suicide Squad box, but add in a couple more blisters, a set of Blackgate Prisoners (set 2 pairs nicely with Bane) or a Free Agent like Deathstroke or Deadshot and you'll be most of the way there.
Awesome thanks for the quick response. Can't wait to start playing. The only miniature games I've played are 40k, AOS and guildball. Was looking for something different and the videos I watched seemed like this might be what I was looking for
He's a great model for his cost, got some nice gear and great tricks IMO. The gun can put out as much damage as an assault rifle, and although aim hurts his mobility that's more than made up for with Vanish (which is a great ability btw, it'd be awesome to see on stuff like Owls or League). The fact that Vanish makes a Smoke Grenade attack means you can use it to not only move him into a nice position, you can cover your other models in the crew with it and make sure they can safely get where they need to.
Movement 4 with Agile and Acrobat is AMAZING too, purely as a defensive mechanism, because of rerolling dodges against all non-silenced weapons. Fully Equipped I see as a tease for the new book, because at this point in time there's no equipment specifically listed for Arkham Knight, teasing that the new book might have some equipment for him in there as well as the new Bat-Gadgets we've already seen
Each token is created on a 1" round button (imagine the type that you could pin to a shirt or bag, but there's no pin on the back). You will receive
4x of each Defense type (16 tokens total)
-Physical
-Mental
-Energy
-Supernatural (I know there's not currently a way to boost Supernatural, but I figured I'd futureproof it just in case we get Zatanna or someone)
3x of each Condition (12 tokens total)
-Awkward
-Dazzled
-Distracted
-Ensnared
How similar are the rulesets for the Batman game and DC Universe figures? Can I have Lex Luthor in his power suit turn up in a Batman game or are the data cards included with the figures incompatible?
The two games are totally separate rules-wise, though a fair few models have cards for both (either free online in the DC Universe rules PDF or packaged with the models going forward (the new Catwoman is the first to have this, but they've promised more).
There's not a ton of crossover the other way, from Supers releases into BMG, but I imagine Lex will get some BMG rules in some form eventually as LexCorp was recently introduced as a faction (albeit with only a single model dedicated model at the moment, Talia Al Ghul).
HI guys if anyone's interested but wayland games are having a spring sale and theirs a bunch of batman stuff reduced a bit more than normal just thought I'd let you know
If anyone has connections or wants to build characters, I'm requesting custom builds for the following figures. A couple have "close enough" counterparts in the DC cards:
Cable (neutral X) (use Ravager rules from DC?)
Apocalypse (team apocalypse) (Thanos rules, 2 points less and skip the infinity gauntlet deal?)
4 Horsemen (team apocalypse)
Maverick (neutral X) (use Deathstroke rules from DC?)
Avalanche (evil X)
Domino (neutral X)
Iceman (good X) (use Killer Frost rules from DC?)
Proper Archangel would be nice (good X, team apocalypse)
I've also already done a purchase list on eBay, cost me $21, to get the following figures in preparation, to be included alongside the aforementioned Maverick, Archangel, Psylocke and Juggernaut:
I've just got the Arkham Knight campaign book which has many pictures of batmobikes in different liveries and rulesets. Are they going to make the batmobile easier to acquire? Currently it's about £70 and you can't find it anywhere.
At the moment it's exclusive to KM 's own store and there's no sign of that changing.
A cheaper option (as in £10 vs £70) is to have a look at the Eaglemoss Batmobile collection, the chances are they'll have one to match your Bat of choice and the scale is close enough if not perfect.
Hey guys, I've recently (ok a month or two ago but just got my stuff) been talked into picking up the game by a friend.
I decided to pick up the Scarecrow Militia purely off the grounds that Scarecrow is probably my favorite Batman villian, and I like Arkham Knight's character design. So I picked up the Scarecrow Militia pack, Scarecrow Militia 1 (medic and Missile) and the AK Campaign book with Arkham Knight (because I preferred that model.
So is there anything else you'd all recommend, like Deathstroke (AO) or one of the Militia Brutes?
Guess reading the rules thoroughly would probably be the best place to start.
Deathstroke (AO) is a very popular character and people tend to prefer using him to lead the crew, as the Arkham Knight Scarecrow model has a relatively high learning curve. - Whereas, Deathstroke just simply has all the toys available to murder people.
So you might consider printing off the rules for the Arkham Asylum Scarecrow model and using that as a free agent in a Scarecrow gang.
Also the Arkham Knight rulebook version of the AK is seen as a very strong model too - Provided you figure out how to use him, that is. There's some real cleverness positioningwise you can pull off with his special rules.
I've not heard people talking about the brutes much, maybe they're one of the relatively difficult models to use properly?
Blackgate Prisoner set II is a very popular set. - Little Spark is a popular model for a 'fighty' henchman (although, for balancing purposes his endurance stat was recently lowered in the errata). Additionally, it also comes with Prisoner 04, aka The Bodyguard Prisoner. - Someone that's especially important if you're using Scarecrow as your leader.
What is it about AK Scarecrow that makes him particularly hard to learn? His special abilities? I was probably gonna print the other rules off, never hurts to have options.
Speaking of AO Deathstroke, when his card says Sidekick: Scarecrow, does that refer to Scarecrow as in the Gang, like with affiliate or Scarecrow the character?
My friend that got me into the game did mention that the Rulebook version of AK seemed fairly strong, because he doesnt have Arrogant. Also his Vanish ability seems good.
Ah, maybe I'll get a Brute later one simply because I like the model. AK does have something about Elite Boss: Militia Brute in his rules but Im not sure what that does.
It's basically that he's a Boss that relies on tricks to mess with people's plans and set up situations rather than deal damage; leaders like Bane, Ra's, even Joker are just much more straightforward and can do a lot of the gang's heavy lifting, while Scarecrow is someone who really relies on his henchmen and agents to get the job done. He runs the risk of seeming underwhelming at first when you see other crew's leaders taking out multiple characters per game, but once you learn his tricks that'll be less pronounced.
Deathstroke's card means he can be taken at the Sidekick in a crew with the Scarecrow faction, whether or not Scarecrow himself is actually in the crew (this is different to the Affinity:X trait, where the character has to actually be on the roster). So you could have Deathstroke lead a Scarecrow crew without needing Scarecrow on the field (or if you're using the Free Agent AC Scarecrow). AO Deathstroke is also one of the most competent fighters in the game, so if you want someone to go toe to toe with your Batmans and Banes, he's the guy.
Elite Boss: X means you can take multiple models with the Elite:X trait, whereas normally you only get one. So if you want more than one Militia Brute in the crew, you need to take the Knight.
You can't take Deathstroke and the regular AK due to the Arrogant trait (must be the most expensive model on the team), but if you use the rules for the version that came with the AK rulebook then you could definitely do that. 250 is an awful lot to drop on two characters, but you'd still have enough points left at 350 Rep to bring all 3 Militia from the crew set plus a Medic or Rocket Launcher Militia.
The Elite Boss is definitely more useful in other crews; the League of Shadows need it for ninja-heavy lists and Joker has a few Elite Clowns that you might want to take together. But yeah, multiple Brutes is possibly too big an investment, especially when your leaders aren't exactly cheap in the first place.
Ok, AK (Rulebook) is the only version I have right now, not that I cant use the other's rules. But yeah I figured that would be alot to drop. Might be fun though.
Ah I see. Maybe I'll try it out at somepoint anyway, try it out with just AK (Rulebook) and other Militia dudes.
Oh yeah, hero/villain-heavy teams can definitely be fun and very rewarding. I like to run some combination of Batman, Batwoman, Nightwing or Red Hood and one of the Robins, far from the most efficient list but it feels so cool to play as all heroes go in, zipping all over the place, dropping goons left right and centre and unloading various special tricks and abilities. Worth trying at least once, and works for the villains too (one of the best games I ever played was Batman/Green Arrow vs Deathstroke and Bane, it got utterly brutal and everyone was either knocked out or hanging on by a thread at the end!)
That sounds really fun, when I first started looking at the game I found myself wanting to do a Hero team made up of as many of the Robins (and former Robins) as I could fit in. And thanks to AK (Rulebook)'s Affinity for Batman I can get him double duty with non-Militia lists.
I was curious about giving this game a try myself. Probably start with the hero stuff in general, particularly something with Nightwing and Damian unless for some reason that's just a terrible idea.
On that subject, what chaff should I look to include? It looks like there's 2 sets of standard police, the Swat team with Gordon, Aaron Carter's group, and Commission Loeb seems to have some guys (but probably is lowest on the list).
Anyway, I'm sure I'll pick them all up eventually, but to get started I was wondering which ones I should prioritize.
The two packs of basic Cops are a good starting point, each set has a dirt cheap one for just objective-sitting (the two with Batons) and a more useful one (the Taser and Pistol guys, the latter being the more useful generally). The Quick Response set with Aaron Cash is also a good choice for some harder-hitting stuff with fancy toys, though naturally they're more expensive in-game as well. The SWAT/Gordon and Loeb sets are probably the least useful; the former cost a lot of in-game Funding and require Gordon to take more than one of them in a list, and Loeb/Branden can't be taken in a Batman list full stop.
You'll probably also want another hard-hitter, Nightwing is a badass but pretty fragile and lacks versatility and Damien is much more of a support fighter, so throw in someone like Batwoman, Azrael or Huntress who can dish out the damage
With that in mind, a good initial shopping list might be
Nightwing AK
Damian Wayne
Batwoman, Azrael, Huntress or Red Hood
Packs of GCPD Cops
That gives you the building blocks for a decent 300 Rep list, the lower end of standard game size, the Cops will also be handy if you feel like branching out into a Green Arrow or pure Law Forces crew down the line and will fit in most good guy lists somewhere.
Cool, thanks. I was actually curious about the original/AK versions of Nightwing. Which would you suggest?
I also currently have Green Arrow and the AK Batman. I picked them up for the DCU game since I couldn't resist a game that let me play Hal (and wanted a model to replace Batfleck). Of the two Nightwings which would pair up best with AK Wayne?
Police Agent Set 2 is a big one, that contains probably the one police model I always field, Agent O'Connell. - He's one of the best goodguy combat henchmen. Additionally, the female police officer is the cheapest model the goodies can field.
Commissioner Loeb's set has the Detective, who is a really very useful and important model for tournaments but, the rest of the guys are pretty rubbish.
Gordon's set comes with the SWAT, who are good, BUT unless you field Gordon (or Branden or Loeb) in your team, you can only have 1 SWAT guy at any one time. I'd put it on a "keep an eye on but not essential first purchase" list.
Aaron Cash's box though, is the latest release and is a really a great set, I think. Cash is a free agent if Batman is in the game. And the 3 other characters are pretty darn useful - the sniper is a great support model, the assault carbine guy can be handy (I've used one with my Two Face gang before and he killed Catwoman) and the last guy is a relatively cheap all round model.
Maybe something like this, if you have the Suicide Squad box set? Or, alternatively, if you have the "Dark Knight Rises" Batman.
Dark Knight Rises Batman - Upgraded Batsuit, Kevlar Cowl, Hidden Magazine
Arkham Knight Nightwing - Martial Arts Training
Robin (Damien Wayne)
Agent O'Connell - Intensive Training, Street Guy
Gotham Policewoman
Quick Response Team 3 - Magazine
There's also things you can swap out too. - You could replace Damien with Aaron Cash, for example, meaning you'd need one less purchase.
LunarSol wrote: Cool, thanks. I was actually curious about the original/AK versions of Nightwing. Which would you suggest?
I also currently have Green Arrow and the AK Batman. I picked them up for the DCU game since I couldn't resist a game that let me play Hal (and wanted a model to replace Batfleck). Of the two Nightwings which would pair up best with AK Wayne?
All the rules cards are free to download on the product pages, so it's really down to which models you prefer. Since AK Bats is so expensive, I'd take the cheaper Nightwing; you lose a bit of synergy as you can't make use of Teamwork that the AK Bats/NW share, but the extra points you save will get you most of another cheap Cop, which is important when you're spending 2/3 of your points on heroes.
I find the original Nightwing a really useful and reliable model, his damage output can be insane and his weapon rules means he hits and wounds very consistently (re-rolls to hit and auto-damages on a 3+) so he's a great offensive model (if fragile defensively).
There's also the whole Which Batman debate, but that's really down to preference. AK and AO bring all the toys, but there's a decent chance they won't get to use them all, AC and Batfleck are your all-rounders, Animated and Adam West are your budget options and Modern/Miller are dependable but lack the tricks of the more expensive ones (but will often let you pack an extra Cop or two with the savings).
My go-to Nightwing/Batman combo is AC Batman or Batfleck and the original Nightwing; very reliable, not horrifically expensive so leave plenty of room for other stuff.
Ran a tournament in Sydney yesterday, got some pictures down below. For a bit of variation, I decided to run each game in a different city using the rules and scenarios from the Flash/Arrow book. Game 1 was Fight for Gotham, Game 2 was Hard Fight in Star City, Game 3 was Streetfight in Central City. Hard Fight was a crazy scenario, because the deployment zones are right up against each other it heavily benefits combat based crews. Central City I expected to be a lot more imbalanced because of the daylight (I rolled once for everyone, and got a 6 so it was all lit up)
Top 3 results were Black Mask, Wonderland and Riddler, which I will be speaking about more on the Bat-Pod podcast soon! During the tournament I was contacted by the creator of the Bat-Pod and invited on to speak about the tournament, so that is looking to be recorded in the coming week
A quick question for everyone, where do you find the stat cards for the batman miniatures to use in the DC universe miniatures game? I looked on Knight models site but couldn't find them.
That's me go a 60 point Justice League team painted up for DC Universe.
Classic Superman - 16 points
Wonder Woman - 13 points
Supergirl - 11 points
The Flash - 10 points
Batman - 9 points
Justice League of America - 1 point
The plan is to have Superman and Wonder Woman with Defensive Teamwork acting as the hammer punching people. Between the both of them, they should be able to take down Doomsday or Darkseid. And Big S' Bodyguard should really help keep Wonder Woman and her magical attacks alive.
Supergirl races off to deal with any mid-low tier badguys and support pieces.
Flash handles objective running.
Batman should be able to be a bit of a wild card, either doing objectives, or doing fire support throwing kryptonite at people, or general flanking stuff like Supergirl.
Thread necro, but seeing as no one has spoken about it what does everyone think about 2nd edition BMG? I've been playing more than ever, and my local group has grown massively with both BMG and now DCU, but I'm interested to see what everyone here on dakka has experienced. I'm finding the rules pretty great as well, it's a lot smoother so we can get 3-4 games in a single day if we're dedicated (usually it'll only be 2-3 though because we waste a lot of time )
On the models, I've found some of the casts to be a bit hit and miss, but the actual sculpts are pretty great IMO, and the defects I've had are pretty easily fixed (minor mold slipping and the like). I've enjoyed painting a lot of the newer sculpts, with the new Ezra Miller Flash being my favourite (the rules are great too)
I’m hoping the drone tanks that are in the Arkham Knight campaign book get released, they appear to be of the wood cut sort. But as with Knight Models, you never seem to know what they’re doing so I’ve no idea if we’ll ever get them. It’s been a while now.
Personally, the 2nd edition knocked a lot of wind out of my sails. I think its a much better version overall, but it tripled down on the problem the game has with too many versions of things. I don't mind the revamped models, but giving them new rules while sticking nearly identical versions of them with their old rules leaves me feeling like they're just making stuff to buy rather than curating a game system.
Do we know if there are plans to revamp the cards for the older models?
Are the old cards even compatible with 2E?
I have a small collection of the metal models and would love to be able to play them in 2E, but I haven't found any information of whether that's even possible!
You’re just supposed to play the old models with their original cards. Knights plan to update them seems to be releasing significantly better stats on the new versions.
Hi everyone, going to do a bit of shameless promo and drop my podcast here, but us Sydney boys have started a podcast! We'd really appreciate any feedback, so if you give it a listen it'd be great if you could let us know what you think! http://notanotherbatmanpodcast.podbean.com
In this podcast we discuss the largest tournament we've ever had in Australia, and the general nitty gritty of tournament organisation. This is the list I ran in a bit of a thematic shot, with my Plastcraft prison set in the background
Is there a BMG player finder? I am in Toronto and I KNOW you folks are out there (used to be an option to play at Meeplemart but some people with sticky fingers took that away)
BigSoph wrote: Is there a BMG player finder? I am in Toronto and I KNOW you folks are out there (used to be an option to play at Meeplemart but some people with sticky fingers took that away)
Your best bet is the Facebook "support group", but even then I know a lot of the prominent US/Canada players are banned now
BigSoph wrote: Is there a BMG player finder? I am in Toronto and I KNOW you folks are out there (used to be an option to play at Meeplemart but some people with sticky fingers took that away)
Your best bet is the Facebook "support group", but even then I know a lot of the prominent US/Canada players are banned now
Best bet is the individual podcast groups.
The Boy Wonders
Little Gotham
They will be really helpful getting players.
Automatically Appended Next Post:
Baragash wrote: There’s an unofficial/refugee FB Page as well
I don't watch the shows (I quit nine episodes into Arrow and five into Flash), but those are nice models that are very well painted - I'm loving that purple energy effect.
I know this game has the old Adam West Batman as a model, but did they make any of the other old 60's style villains? A 60's style Robin? I have not seen any.
If they did, I would be in on this so fast! If I was going to get started on the Batman Miniature game, where would I start now? I understand things have changed a bit for this game?
Easy E wrote: I know this game has the old Adam West Batman as a model, but did they make any of the other old 60's style villains? A 60's style Robin? I have not seen any.
If they did, I would be in on this so fast! If I was going to get started on the Batman Miniature game, where would I start now? I understand things have changed a bit for this game?
Knight are unfortunately infamous for dumping themes part way through release, they did it with only doing Adam West, the Animated range is half done (no Joker, but Black Canary and Green Arrow?) and the recent Dark Knights Metal is a big example (they released 4 of 7 and made it very clear no more are coming).
In terms of starting up the game though, the rules are free on their downloads page here: https://www.knightmodels.com/downloads/ You want the compendium and rulebook to get a basic idea for the game, then their webstore has all models cards under product data sheet. A standard game is 350 reputation and $1500 funding (secondary points for guns and equipment). Any of the new resin starters give a good feel for the game, and they're good in terms of starters as well, being usually a third/half of a standard list, but mostly models you will use in the resins
Damn, that's fantastic work! All the different materials on the costumes look great, and that shark skin is fantastic! Are you using a satin varnish to get the right surface properties? Do you have any more superhero stuff?
Compel wrote: I'm not sure where you got the. "Made it very clear no more are coming" from.
The only thing I've heard from them is more along the lines of, "not this month but sooner rather than later."
Bit of a late reply, but on the DCU team card for them they only have the 4 current models. The Justice League team card had the 7 well before most of them were released, and Suicide Squad still has Amanda Waller on it. Those are examples of what I would think are "coming eventually", while the Dark Knights are in complete limbo as to whether they'll ever come out at all
This month is looking like its going to be one hell of a great release set though. Some awesome things coming, they should've announced pre-orders yesterday though for Batman Day...
I can't seem to find any forums to discuss crew builds. I really like the game and I like being able to read strategy and build discussions to better understand how things work, especially in a newer or unfamiliar game. As it relates to this thread. I just bought the new Poison Ivy set with the 3 plants and new equipment card and it got me thinking about two things. First, should I use this Ivy over the one from the Gotham City Sirens set? Second, I would buy equipment card sets akin to what GW makes for Batman crews. I'll most likely make them myself. Any answers to my questions or comments would be appreciated.
Check out the Discord, Arkham Rejects here: https://discord.gg/eqPSWaa. Pretty active community with what I would consider the better players worldwide all in it (not banned like certain other places), with separate sections to talk about each faction
On the Ivy point, both are very good. The large one is more of a direct model than the Sirens one though, who likes to sit back on objectives and rack up VP that way. It really just depends on play style for them
EDIT forgot to actually put in the Discord link, added it now
Hi everyone, over the last couple of months I've been working on a blog dedicated to BMG, talking various tactics for the game and going over my opinions on specific models. You can find it here, hope everyone enjoys it!