Well we are in the final week of build up. The big game is on Sunday and so I figured that I should make some decisions and then apply some more detail, paint wise, to the chosen crew.
I have been attempting to max out on both the 200 rep and the $1000 dollars. As I began to pull the various rules together and compared this to their weaponry, proposed role for each character and overall Willpower, I had a rethink.
I am beginning to think that this game is going to be about controlling space or at the very least applying threat to space. Sure it will be important to have bodies on the ground but they will be 'easy meat' unless they can be supported, preferably from distance.
The Joker and Sniggering will be excellent at applying this threat. Mr J has Total Vision allowing him to effectively ignore the dark and even see around corners. This compliments his Explosive Teeth as they are Remote Controlled. Once an opposing model is within 20cm - the One Shot Gun becomes a potential killer. Sniggering offers similar threat in that he has full range over the entire board. His devastating 3-9 Blood damage can also be an outright killer. This will allow him to support other models from distance provided there is light and Line of Sight. The preference will be for him to get a good vantage point and stand still, maybe even sitting on an objective.
The Clowns (tube & knife) are still worthwhile and will be able work with Mr J and / or fan out up the board. If they stay with Mr J they will benefit from Inspire and they have Demential Laughter to Distract. This is a nice combination. There is also the potential opportunity to Outnumber. Lets face it they are cheap and are present in the Crew to provide numbers.
August is also a strong choice. His 2 Blood damage from the Axe is strong. And his Run ability saves a Movement Counter so that it can be for Movement purposes. He is good value for his cost of 25 rep and can operate with a clear purpose in the game.
I have reviewed Contra-August and I have figured that his Obsessive trait could be a big problem. Basically once he gets into hand to hand combat he has to stay with his target. I could want him to be doing something else - like holding an Objective. This is a big potential downside. Also his Baseball Bat is only a 1 Stun weapon. In play testing he has not done much in a fight.
So I have thought it through and I think that Triston will be a better choice. His weapon is ranged and does 2 Blood. He can move and fire so is agile. He can offer real support / threat and can move around to take Objectives if needed. He costs $300 so I will lose the Drugs and Clown Paint that I had been planning on. I will also have to drop the Prisoner Tube who was costing 10 rep.
I am not spending every single rep point or even every single dollar but I think that the result is more stable and predictable.
The final list therefore is as follows: -
90 Joker
26 Triston ($300)
25 August
25 Sniggering ($600)
15 Clown (knife)
14 Clown (tube)
Total 195 rep, $900
Excitement levels increasing be the day - bring on that 'Batman'!
Showing posts with label Sniggering. Show all posts
Showing posts with label Sniggering. Show all posts
Monday, 6 April 2015
Friday, 3 April 2015
Joker Crew - 200 Rep & $1,000
Well the first game is only a week away. In the week I discovered that a 200 rep game has $1,000 of spend associated with it. This changes the possibilities for inclusion in the crew. I have been doing a tad more research and putting combinations together. The result is that I really am liking Sniggering.
(If anyone fancies a look at the rest of the beautifully painted crew then go for it)
He comes with a dollar cost of $600 so he wasn't available when I thought I could only spend $500. What an asset he is! His weapon has a Rate of Fire of 3, so that is 3 amounts of damage each turn. Each shot does 3 Blood of damage, that is potentially 9 in total. This is simply unbelievable and is far more than anyone else. He is a massive threat and I just have to include him.
The play testing is also teaching me that Objectives are probably the best way to accumulate Victory Points. There will be 6 - 8 Objectives as a base line, maybe more in certain Scenarios. To hold an Objective a character must be in base contact with it. So I will need lots of bodies in the crew who can fan out and hold the Objectives. 6-7 bodies would be great so that I can keep some of them together. Safety in numbers and all that good stuff.
With this in mind I have come up with the following 7 man, 200 rep, Joker Crew.
Leader
90 - Joker - you gotta love the One Shot Gun and Explosive Teeth.
Henchmen
25 - August - who can run and has a Handy, Heavy, 2 Blood Axe (add $150 for Clown paint to give him Distract)
25 - Sniggering - ($600) - with his awesome gun
21 - Contra-Auguste - who has a Handy, Heavy 1 Stun Baseball Bat
15 - Clown (knife) - who comes with Clown Paint (add $250 for Neurotoxic Drugs giving him Fast & Dodge)
14 - Clown (tube) - who comes with Clown Paint
10 - Prisioner (tube)
If I can pick up some Titan Dose during the progress of the game so much the better.
I reckon this Crew is both Hostile & Agile. Hostile because it has plenty of ranged firepower and also some good weaponry when up close and personal. Added Strength when combined with Clown Paint to Distract and also Outnumber the opponent. All great options and the benefits stack. Agile because there are characters that can Run and also the Neurotoxic Drugs give Fast. There is also the potential to use the Sewers to get around the board.
Yes - I think this has some nice flexibility. I will need to get the Prisoner model though.
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| I found this guy online and I thought he was impressive |
He comes with a dollar cost of $600 so he wasn't available when I thought I could only spend $500. What an asset he is! His weapon has a Rate of Fire of 3, so that is 3 amounts of damage each turn. Each shot does 3 Blood of damage, that is potentially 9 in total. This is simply unbelievable and is far more than anyone else. He is a massive threat and I just have to include him.
The play testing is also teaching me that Objectives are probably the best way to accumulate Victory Points. There will be 6 - 8 Objectives as a base line, maybe more in certain Scenarios. To hold an Objective a character must be in base contact with it. So I will need lots of bodies in the crew who can fan out and hold the Objectives. 6-7 bodies would be great so that I can keep some of them together. Safety in numbers and all that good stuff.
With this in mind I have come up with the following 7 man, 200 rep, Joker Crew.
Leader
90 - Joker - you gotta love the One Shot Gun and Explosive Teeth.
Henchmen
25 - August - who can run and has a Handy, Heavy, 2 Blood Axe (add $150 for Clown paint to give him Distract)
25 - Sniggering - ($600) - with his awesome gun
21 - Contra-Auguste - who has a Handy, Heavy 1 Stun Baseball Bat
15 - Clown (knife) - who comes with Clown Paint (add $250 for Neurotoxic Drugs giving him Fast & Dodge)
14 - Clown (tube) - who comes with Clown Paint
10 - Prisioner (tube)
If I can pick up some Titan Dose during the progress of the game so much the better.
I reckon this Crew is both Hostile & Agile. Hostile because it has plenty of ranged firepower and also some good weaponry when up close and personal. Added Strength when combined with Clown Paint to Distract and also Outnumber the opponent. All great options and the benefits stack. Agile because there are characters that can Run and also the Neurotoxic Drugs give Fast. There is also the potential to use the Sewers to get around the board.
Yes - I think this has some nice flexibility. I will need to get the Prisoner model though.
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