Thursday, February 5, 2015

Bane is a commander

This article concerns all of BANE- From "tiny TDKR" to hulking titan addict, BANE of any form can make use of this article. for more specific to Origins- check out Penemue's ORIGINS

BANE IS A COMMANDER!
LISTEN TO ME!!


When people mention BANE, it seems the first thought that comes to mind is DAMAGE- Brutal physicality, melee mastery, and bat-breaking fighting. What some people tend to forget, is that brawn is only HALF of what BANE is known for, his other, MUCH deadlier side is his brilliant tactical mind. In the comics, his ability to match strategy to Batman, draw out his identity and weaknesses- and only AFTER the spirit of his foe is broken- he breaks the body.

I am not saying this doesnt happen, just, there is a lot of other things that lead up to this


In BMG, BANE has a number of abilities that, at first glance, would convince you to let him off the chain, and attempt to murder the first thing he can- but I believe he has a much greater purpose. by surrounding him with a few henchmen- and keeping them close- you can maximize the potential of this skilled tactician!

Yes, he wasn't built for tea parties

Unfortunately for BANE, he is rather slow- slowest on TDKR at 2, but at his fastest he is large, and Mov 3 (4 on titan) is never going to "catch" somebody speedy (especially HARLEY)- Bane is only going to get to attack someone because they are willing to be engaged- either because they want to fight bane- or they cant move away (another model is keeping him there- or scenario). Many other models can easily kite him with a batclaw or something else- leaving your heavy piece out to dry. If bane stays with a few skilled henchmen- he can Inspire them up to a potential movement 4- meaning they can run down his targets, and lock them up for the BANEHAMMER to fall upon

Another shortcoming of bane on his own is stun damage.  Bane can't quite finish off his foes (in this ruleset) the best he can do is solidly KO his enemies, he leaves that to the basic troops. Troops with blood damage, arrest, or even character's that can keep someone unconscious are great for clearing up people after BANE has had his way with them.

Another thing Bane seems to miss out on is handy- bane wants others to make his targets hittable- ganging up, knockdown, etc. once he does hit however, his foes have trouble defending- BANE's terrific attack scores means most opponents cannot resist his onslaught



What Bane takes from his troops, he returns, in Spades. Bane is an effective threat piece, keeping enemies away from trying to pick off smaller henchmen. While slower moving than other leaders, Bane can move among his own henchmen- inspiring them as he goes- multiplying their strengths. and as Bane uses his subordinates to enable and finish his attacks- Bane becomes a focal point of power and force in the middle of the fray-

Kill them makes all henchmen very dangerous with ANOTHER attack die (beyond the normal one from inspire)
Lethal blow lays low even the most powerful of foes! leaving them open to other assaults 
And TITAN BANE is Unmatched in attack

Dominating even the most formidable opponents and allowing your henchmen to shine with greater threats "dealt with"



With this in mind, consider Bane as a commander more than an attack dog or guided missile- and you may find you like the results!

I hope your next game is extremely painful- for your opponent!











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