November 15th, 2023, 12:53 PM
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Now moves with Flying.
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Join Date: September 14, 2010
Location: USA-Washington-Olympia
Posts: 23,472
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Re: Joker - Design
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Originally Posted by Arch-vile
Quote:
Originally Posted by IAmBatman
The only reason I'd want to go general Insane folks is because it's unlikely his converts will have the Arkham tag and I want them to be the main focus of that turn if possible.
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My main concern with this is that it activates up to 6 figures, and how many enemies will you realistically convert? Maybe 1, 2 if you're really lucky. So your team has to be full of Insane figures to get maximum benefit from it. That said it self-wounds so I don't know how helpful the ability is in general, I might not want to activate someone using it every game.
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Quote:
Originally Posted by MrNobody
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Originally Posted by Lord Pyre
I'd prefer to leave it as both Arkham AND insane figures for the callout, just for ease of use. Otherwise I'll just build armies with insane and ignore the Arkham keyword anyway.
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This is where I'm at as well, fwiw.
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This all matches my thoughts on this.
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