In PART 1 we discussed what the joker has available to him. NOW lets discuss what we can do about it
BASIC JOKER FIGHTING TIPS- unless absolutely necessary, try to follow these rules:
DO NOT place your models so they end up under a template together (minimum ~7.5cm spacing between characters)
DO NOT engage Joker's troops with a few of your own
DO strike quickly- You have a reduced game length, and only so long to get things done
DO hit him heavy and hard- with Low DEF, and LOWER END, most of joker's troops can be put down with a solid application of force. do not try to spread it around- or at least have someone to finish off the stragglers
DO NOT let injured goons get away! FINISH THEM OFF! With 3/4 damage, Joker's TRICKSTER goons are still a threat
ACCOMMODATE For your TRICKSTER foes. Although they can rearrange their ACTION DICE, they don't get any MORE dice- so if you can force the expenditure of your opponent's dice before the character acts- they have very few dice to act.
And then for the little man himself
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TAKE YOUR LICKS- As a majority, you will take 3 blood from the 1shot gun (1/6 fail to do harm, <1/6 casualty). Accept this, prepare for it, and make sure you can take advantage of Joker spending most of his Action Counters on this action. do not get discouraged by this- you must press on!
ENGAGE HIM. His knife is not that dangerous, and without "light" his exploding teeth will be unable to fire. If you can get a defensive position versus him EVEN BETTER- his weapon isnt handy- so against a DEF 4 or 5 character, Joker will be luck to hit once a turn. Once you have hit his troops, use a batclaw, or some other rapid assault to get to him (you don't want to be swarmed by his goons while you are trying to put him down)
OUTNUMBER HIM. When outnumbered, Joker's DEF drops to 3, meaning that when LUCK is used to force the reroll of attack dice- the chances of hitting are much higher. This is especially pleasant with BANE, or other masterfighters- as JOKER becomes DEF 2, and the rerolling successful hits makes barely a difference.
GRAB HIM. Added to the ENGAGE HIM. A grab FORCES that engagement, and forces the expenditure of more dice for the joker to try to escape. the penalty to his attack will also have a great effect- as, with trickster, he will be reallocating his dice on his activation- but with the -1 to attack, he will only be able to assign 3 dice to attack- reducing his chances further.
Knock him DOWN. When knocked down, a model cannot use any special rules- including LUCK. This makes the joker a DEF 2 model with no other defenses. VERY VULNERABLE
LOCK HIM DOWN. Once engaged, and fighting, joker boils down to an overcosted knife wielder. At this point you can decide the next course of action, redouble your efforts, and kill him (stripping TRICKSTER from his henchmen)- or simply keep him locked up with a cheap troop to keep him out of the game (Ive had a ninja in an alleyway hold JOKER in a grab for 5 turns).
Knockdown is a very effective way to deal with a wide variety of models. How would you suggest going about it? I know some models have Technique, but what if you don't have access?
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