Saturday, November 15, 2014

Deadshot Revisited

A little while ago, I wrote up the Deadshot Review as a way to discuss and explore Deadshot's strengths.  This was mostly theory, as I haven't had much of a chance to bring Mr. Lawton out on the field.  Yesterday, though, I had the distinct pleasure of running Deadshot against a Penguin crew with a handful of firearms.  To me, this really highlighted a few of Deadshot's strengths, which I want to share here.

1) Medium Range + Night Vision
I seeeeeee youuuu.....
Deadshot outranges the Line of Sight of other models because of his Night Vision and Medium Range firearm.  He can see/fire at 40cm, while models without NV (and no source of lights) can only see/fire at 30cm.  I used this to my advantage to engage and put serious hurt on an enemy Assault Rifle, using my mobility and Dodge to make sure he couldn't counter-engage me without wasting some serious time.

2) Rapid Fire + Shooter
Dakka dakka dakka...
These are the key to Deadshot's mobility-range game, letting him fire at reasonable efficacy even while on the move.  I used this to dash up and open fire on an Assault Rifle model, and then later to dash up another alley and threaten the Penguin himself with 4 Blood damage.  Without some serious running/moving/hiding action, Deadshot's targets have a really hard time getting away from him.

3) Willpower 6 + Firearm
Someone mention willpower?
I used to think that Deadshot's Willpower of 6 was a bit of overkill, chiefly in the allocation of action counters.  After all, shooting a Firearm only takes 2ac and Rapid Fire only takes 1sc.  In this last game, though, this combination allowed me to walk around with Loot, take advantage of moving + Rapid Fire, and save some action counters for Movement, to fuel Dodge/Defense as needed.  Deadshot is definitely a character on whom those 6 action counters are not wasted.

4) Ammo 4
Basically like Deadshot...
What a huge difference that extra ammo makes!  In my game against the Penguin, I was able to engage in a firefight with an Assault Rifle mook, and then move on and continue to threaten my opponent in the middle for a few more turns.  I eventually had to sprint and grab some ammo from an Ammo Crate (thank you, Rapid Fire!), but the ability to threaten your enemy for an extra 1-2 turns over and above most other Firearms is fantastic.

Does anyone out there have any of their own amazing Deadshot experiences to share?  We'd love to hear from you!

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