Knight Models – Suicide Squad Game Unboxing!


Boom! Just like that I’m pulled back into Gotham and the world of the Batman. It’s been over a year since I’ve touched any Batman related models, mostly down to not enough opponents in the area, but I’ve been keeping up with the releases and keeping an eye on what Knight Models are up to with the property. I was pleasantly surprised when they announced a two player starter box, based off of the Suicide Squad movie, but knew I needed to get ahold of one and see if I thought it was any good.

I’ve been keeping up with Knight Models since fairly early days. The days when all they had available for learning the rules was a badly translated PDF rulebook and the one main thing you notice with a product like the Suicide Squad Box Game is how far they have come in such a short amount of time. The shiny, sumptuous box this game comes wrapped up in is a beauty. Never before have I been this impressed by the box of a game. The artwork is on point perfectly blending the movie characters into a comic book variation of themselves and the logos and text are all presented in that slightly cooky Suicide Squad way. Everything is bright and bold, but more importantly strong. This box is a solid beast. Take a look for yourself…

Even the interior carries this asthetic making for an awesome whole. Inside is all the gibbons needed to play. The poppet card buildings, tokens, rulebook and character cards are all stored above a strip of foam and a pink plastic tray for all the miniatures…

This box looks amazing and you can really see it standing out on your games shops shelves.

So let’s take a look at some of the exciting things that come in the box. The first of those that I couldn’t wait to get stuck into was the buildings. Printed onto nice thick card these come in their frames alongside the tokens…

I eagerly popped out the buildings and after a relatively stress free 15-20 mins I had some wonderful buildings ready to go…

Honestly I like some MDF, more realistic looking, buildings myself but these are a stellar addition to the game for an easy to build and cheap way of gaining a great looking table. They are absolutely chock full of Batman character. Little details like riddle markers, Harvey Dents campaign office and Batman and Wonder Woman posters to name a few, litter the buildings. Each section is double sided meaning you create a completely different building just by swapping them, but in another stroke of genius, you can also stack them to create larger buildings. Once built they were also surprisingly strong. These will definitely hold your model or a whole gang with no issues.

Overall I’m really impressed with these buildings and am hopeful that Knight Models will embrace them and hopefully release bigger and bette variations.suicide-squad-rulebook

The next item on the list is probably the most vital for beginners, the rulebook. This is a soft back version that is slightly smaller than it’s hardback counterpart. Like the rest of the set it’s heavily Suicide Squad themed, although the cover is the only part that is lifted directly from he movie the rest is the same comic art style as the cover of the box.

It contains an overview of the rules needed to play the game, but does not go quite as in depth as the main rulebook nor does it include any of the information included in the Flash and Arrow book other than how to build a Suicide Squad team. This is not a bad thing and fairly par for the course when it comes to a starter box. This will keep you going for a fair wee while but once you start getting into other gangs or characters you will need to pick up the full rulebook.

One of the things it does contain that the main rulebook does not is a themed mini campaign to play with the included miniatures. It’s nice to see new scenarios to play the game being featured in all the books coming out.

Finally let’s take a look at the other gubbons and tokens that are included in the box.

The box game give’s you a set of take the lead counters for each faction, objective counters for each player, 4 dice, a set of 4 sewers and 4 lampposts and a mysterious reputation points chit. All of these are made from the same card as the buildings so are the same great quality and definitely a fantastic starting point for the plethora of tokens you need for the game. The lamppost markers are a bit of a nuisance. They won’t stand if just stuck into the card base that comes with them, but will stand when you add a 30mm base underneath them, but if this was the intention it would have been good to include enough bases in the box. Still better to have them than not though.

The dice are very nice, but when you’re playing can take a wee while to get used to and decipher. It’s amazing how used you are to seeing the dots presented in a specific way and how easily a little difference can throw you off.

Last bu not least is the miniatures and their character cards…

As you can see the back of the cards omit the usual image of the model and have instead gone for something a bit different. Each of the Suicide Squad members has symbol based on the look of that character and the Joker gang just has the same symbols the Joker himself. Harley has her own symbol and since she can be in both gangs her colour is a mix. The stats side of the card is the same as any other BMG character card, filled with the same artwork and awesome rules.


The miniatures themselves are nice but I will start off by saying I’ve never been a fan of the movie models in the range anyway. Each one does a fantastic job of capturing the essence of the movie character and they really do look like them, especially the Joker. There is the usual light amount of flash and the biggest problem that I’ve had with Knight models mini’s, really small joins. I really don’t like the insanely thin join point on the miniatures that is impossible to pin, but it is something I’ve come to expect. I’ll have a bit more of an in depth look at the miniatures once I have a go at building and painting them, hence just the Knight Models pictures for now.


I also managed to get one of the pre-order Batfleck miniatures, yay! This is one of the movie miniatures I can get behind as I really like what they’ve done with Batman in the DC movie universe and this miniature perfectly embodies that version of the character.


Overall I’m really impressed with this box. The production values are at the top end of the scale across the board meaning you get exactly what you pay for if not more. I hope it sells well considering that the movie it ties into didn’t do very well for itself (I loved it), and draws in a whole new bunch of people into this fantastic game!




Imperial Assault – Han Solo!

The infamous smuggler, scoundrel and scruffy looking nerf herder has joined the group of painted models for my Imperial Assault games. I’ve been looking forward to this one, and he certainly didn’t let me down…


I’m really loving the quality of the FFG plastic miniatures, and am finding the level of detail quite pleasing. Whilst for the most part they are just high end board game pieces comparable with the low end of your normal tabletop gaming miniatures, they do the job well for a fairly low cost. In addition they’ve also captured the essence of most of the characters quite well, which I think is something very important when it comes to something as beloved as Star Wars.

Star Wars Armada – Imperial Wave IV


I’ve just finished adding the last few touches to my wave IV(technically wave III & IV) reinforcements and added even more firepower to my Armada force.

I’ve only played a few games with each of the ships so far and I love how they work. Nothing has the sheer firepower of an ISD, so doesn’t make quite as big of a splash as when that was released, instead being a bit more subtle in the way that they change the shape of play.


The Interdictor, on the face of it, comes across as a slightly weaker VSD that moves a touch better and costs more. Doesn’t really seem worth it. But where it really shines is in it’s upgrades and it’s sheer survivability. The ship adds a new upgrade slot, the ‘Experimental Retrofit’ slot and in it you can add lots of gravity manipulating shenanigans.


Whilst I won’t go into a huge amount of detail on it, I will say that I love this ship. It adds enough to the game to change up gameplay and fleet building tactics to a good degree, without making it feel overpowered. It was also a lot of fun to paint the addition of the grave well generators and central trench are nice ways to break up the classic grey space triangle look.


The Gozantis are another great addition to the game and, like the Interdictor, don’t really look all that special on the face of things. Whilst they are weak, they are also cheap and disposable and above all else a really easy way to add more activations to your fleet. Just that will make them worth their points. Throw in another new upgrade slot type ‘Fleet Support’, which as the name may suggests makes the Gozantis more of a support unit, and you have another great addition to the game that changes everything in one hell of a good way.

I wanted o paint these up so that they each had squad markings an keep the red stripe theme going across all my ships. Here’s a closer look at each of the squads…


Imperial Assault – AT-ST’s!


This week I’ve been furiously painting one of the most impressive models to come out of an Imperial Assault box. Currently there are two versions of the infamous ‘chicken walker’, the standard version that we are all undoubtably fans of and the personal vehicle of the Imperial Assault campaigns villain, General Weiss.

I painted up both of these in much the same manner as each other as I didn’t want to stray from the Imperial standard too much, even if Weiss’s vehicle is something of an aberration, being packed with weapons systems. The only real difference I added was an imperial symbol on the front of Weiss’ craft.

In all honesty I was actually dreading painting these, as I really wasn’t sure how I would tackle these, but once I got started I could hardly put the brush down. These are such an iconic Star Wars vehicle and I think FFG have captured their look perfectly, though I’m not too much of a fan of the weapons on Weiss. I think they are a wee bit too bulky.

Check out the images of my finished AT-ST’s below…

Imperial Assault – The Royal Guard Attack!

Another few Imperial Assault minis under my belt. This time I’ve been getting stuck into the ominous Royal Guard and Royal Guard Champion. Whilst they have a fairly simple scheme I still found these rater tricky. Trying to get that red just right is difficult, but even more so when you have o do it for the cloak and the helmet. I’m pleased, but still feel the cloak could have been better…


Next up following these was tackling the champion, or Carnor Jax as she should have been named. Not quite sure why they didn’t go with that. For the chap I wanted to follow the artwork and I think it does a nice job of differentiating him…


Whilst also making him look like a deadly badass. Can’t wait to whip these chaps out during the campaign and seeing the look of horror on the faces of the players. Bwahahahaha

Imperial Assault – Forces of the Empire!


I’ve begun to get stuck into the Imperial forces for Imperial Assault. Primarily for the campaign I’m playing in, as I really want to get to a point were we are only using painted figures, but it also means I have a full selection of painted mini’s to take to tournaments.

As you can see above I’ve painted the combat monster himself, Darth Vader. Here’s a couple more pictures of him….

I’m really pleased with how he turned out, particularly the glow of his lightsaber, which was done with only the one paint, GW’s Bloodletter glaze. All I did was add successive coats onto the areas I wanted the glow to reach, slowly focussing more and more on the areas closest to the blade.

Next up is another iconic Imperial symbol, the mighty Stormtrooper….


Only managed to get one group done so far, as whit takes a mighty long time to paint. I’m even tempted to do the elite groups as Shadowtroopers, as black is easier and I think it could look pretty cool ad distinctive. I still want to change over the group marking on the base, so it’s similar to what I’ve done with the Rebel Troopers.

Finally we have some officers to give out some orders….


These I painted up as Stormtrooper officers rather than Imperial army or navy, but I do wish I had gone for a bit of a mix to differentiate them a bit more. As with the stormtroopers I am going to redo the group markings on these chaps as well.

That’s all I have for the mighty Empire so far, but hopefully I’ll be able to get more painted up soon :).

Imperial Assault – Heroes of the Bespin Gambit!


Davith Elso is one of the heroes chosen to take part in our Imperial Assault campaign so I knew I wanted to get him painted up, so I thought I might as well get Murne Rin painted up at the same time.

I have to admit I did push towards someone taking Davith as I think it’s a cracking model and i really wanted the chance to paint him up…

He’s definitely one of my favourite heroes from the range. Whilst painting him up I also realised that I’d really like to paint a few of him up. I think he’d look great painted up like a Clone Wars Jedi, with the traditional brown robes and white armour. I also would love to paint him up as an Imperial Inquisitor with dark robes and a red lightsaber, maybe as a Grand Inquisitor proxy when that pack is released.

Murne Rin was another figure I really enjoyed. There’s not many alien characters, and it’s nice to see a species you wouldn’t expect like an Ithorian…

I wanted to stick with a regal/diplomatic look which I hope comes across in my colour choices.

Both great fun to paint and it now means I have 8/13 heroes painted up  😀

Imperial Assault – Boba Fett!


This is actually one of the very first Imperial Assault miniatures I painted. I’m a self confessed Fett addict, and as soon as I opened his packet I knew he was jumping straight to the front of my paint queue.

As you can imagine I had a ball painting this guy. Pouring over reference pictures to make sure I could get him looking as accurate as possible…

I’m really pleased with how he turned out and I hope you like him. The model, whilst not amazingly detailed, certainly does the infamous character justice. The only foible I have with it is the pose. I like the idea of advancing and firing, but it’s the Fett, there’s surely a much more badass pose they could have gone with.

Unfortunately he’s all I have painted for my mercenary forces so far, but as with the other factions, I’m hoping the campaign will give me a good reason to get a lot more of them done.

Star Wars Armada – Escalation Tournament!


Last weekend I ventured over to Common Ground Games in Stirling to take part in an Armada tournament with a twist. This would be an escalation tournament, with 3 games with increasing points allowance. So the first game is at 250pts, the second at 350pts and the final game at a whopping 450pts, with the only other caveat, over and above the standard tournament rules, being that you had to keep exactly what you had in your previous lists throughout the others. I was stoked to try out a different format, as so far I’ve only played in tournaments using the standard rules. Let’s take a look at how the day went….

Game 1 – 250pts – Empire vs Empire

My starting force looked like this:

ISD II – Admiral Motti, Electronic Counter Measures, XI7 Turbolasers, Leading Shots

Gladiator I, Demolisher, Ordnance Experts, Engine Techs, Assault Concussion Missiles

and my opponent was running this:

VSD I, Admiral Screed, Wulff Yularen, Flight Controllers, Boosted Comms

Gladiator I, Demolisher, Ordnance Experts, Engine Techs, Assault Proton Torpedoes

Major Rhymer, Mauler Mithil, TIE Bomber, TIE Fighter

I had the initiative so chose to be first player and selected Contested Outpost for our objective. As is usual with a mission like this one, after set up and deployment, we found ourselves only using around a 3rd of the table.

Armada-1-2The first turn or two was all about getting into position, with my ISD and my opponents Gladiator zipping forward to try and take the outpost. The VSD also took the opportunity to command the squadrons to head into the fray and splash a little damage across the fore shields of my Demolisher, whilst the ship itself held back to survey the conflict.

It was a this point the enemy Gladiator zipped forward to get that four black side arc blasting away at the ISD. Luckily it came away with only some shields down and a target right in the sights of it’s fore and starboard arcs, cue villainous laugh.

It was time to get my Demolisher stuck in, so it zipped up and activated it’s engine techs to Armada-1-3get right into the juicy spot behind the opposing Gladiator and let rip thanks to the Demolisher title. That left one crippled Gladiator that the ISD was more than happy to finish off.

Over he next two turns the ISD began to slow to maintain control of the station and fired a couple of long range shots against the VSD, only really managing to down a few shields. The Demolisher however circled it’s prey, popping off volleys onto the starboard and aft. He didn’t come out unscathed, but did sufficient damage to take down the target. That left the small fighter ball to have one last pop at the ISD but after some incredibly unlucky rolling nothing managed to break through the shields of the flagship.

Result: Win 9 – 1


Game 2 – 350pts – Empire vs Rebels

Here’s what I added to my 250pt list:

Avenger title for the ISD

Gladiator I-class Star Destroyer, Insidious, Ordnance Experts, Engine Techs

1 Firespray

I don’t remember exactly what my opponent was running, sorry I’ll do better next time, but here’s a general idea and the upgrades I can remember:

MC80 Assault, General Dodonna, Defiance, Enhanced Armaments

AF-MKII, Advanced Projectors, Enhanced Armaments

Nebulon B Escort, Enhanced Armaments

Tycho, X-Wing, B-Wing

I had the initiative again on this one, so took first player and chose Most Wanted as the objective. We ended up setting up two fronts. On one my ISD versus the Assault Frigate and the other everything else. My opponent then chose his MC80 and the Demolisher as the objective ships, meaning anyone firing at them got an extra die and they were worth double points when defeated.

On the ISD side both our ships moved forward to start trading blows, the ISD heading straight forward and the Assault Frigate beginning to turn to present it’s flank and banks of turbo lasers. The first few turns each ship was just knocking a few shields off here and there. On the other side of the battlefield the Demolisher zipped forward to block the MC80 managing to stop right in front of her and dishing out enough damage to take down a good amount of shields. The Insidious moved down the far side, looking to get in behind the big ship. In return my opponent threw everything he had at the Demolisher, very nearly reducing her to wreckage with only one hull left.

The next turn over on the other front was a bit more eventful. The ISD turned to try and get the Assault Frigate in that all important double arc, and by god was it a close call…


Just scraping by the ISD was now in the perfect position to unleash a nasty volley and thus the Assault Frigate was blown into space dust. It did however mean the ISD was miles away from the rest of the fight and would not be able to help support the other half of the fleet.

Armada-2-1Over on the other half of the battlefield I managed to get one last activation out of the
Demolisher, to unleash a salvo straight into the MC80 bringing most of the shields down and the score a few hull points of damage. The MC80 then proceeded to blow it out of the sky, scoring more than triple the damage necessary. The Insidious continued it’s journey around the to the back of the Rebel line.

The next couple of turns really want my way with the Insidious pulling up behind the MC80 and pummelling it’s engines until they overloaded and the whole ship disappeared in a fireball. The Neb-B managed to fire off a volley but it just wasn’t enough to slow down the Gladiators furious assault and it too met it’s end at the hands of the Insidious. With all the capital ships just chunks floating in space, the Rebel fighters zipped not hyperspace and another victory was claimed by the Empire.

Result: Win 9-1

Game 3 – 450pts – Empire vs Empire

My additions came in the form of some more fighter support:

4 Firesprays, Major Rhymer and the Punishing One

My opponent was running the following:

Raider I, Admiral Ozzel, Admiral Montferrat

Gladiator I, Ordnance Experts, Assault Concussion Missiles

Raider I, Ordnance Experts, Assault Concussion Missiles

Raider I, Ordnance Experts, Assault Concussion Missiles

Raider I, Ordnance Experts, Assault Concussion Missiles

Slave I, IG-2000, 3 Firesprays, 3 Aggressors

I knew this one would be a challenge. Not just because of the above list but I’ve yet to beat this opponent after several games and I know how skilled he is. I once again had the initiative and saw no reason not to go first again. The options for objective were limiting. I didn’t want Superior Positions as I knew he had the manoeuvrability and fighter superiority to take advantage. I definitely didn’t want Most Wanted, as he would choose my weakest ship and choose his Ozzel Raider which could easily run away. So I was left with Fleet Ambush.

This meant my Gladiators where deployed at distance 5 of my edge and I kept them at a low speed. My ISD was deployed as close to them as possible at speed 3 so I could join the elements of the fleet together as soon as possible.


The enemy lined up to to take everything I had straight on, with one Raider nipping round the side and the Ozzel Raider going for a trip round the table and keeping well away from the fight. We traded a few shots in the initial line up with the only thing of note being my Firesprays eating through the shields of a Raider to do a couple of points of hull damage.

The next few turns it went south fairly quickly. Demolisher did manage to take out the leading Raider, but then it’s back up and the Gladiator swiftly annihilated her. The ISD popped a couple of long range dice into the Raider but did nothing of note. The enemies Raider came in from the side to unleash on y squadrons managing to rack up a fair bit of damage with the combination of two black dice and ordnance experts.

On the squadron front the Aggressors swiftly moved in to engage my squadrons knocking a few more damage points onto them and taking out a Firespray. With the help of Dengar most of my squadrons focussed on the Raider managing to take off the last couple of hull points and send her and her crew into the void. The opponents Firesprays focussed on the Insidious, managing to pummel her down. Not enough to kill her, but she was now in serious danger.

On the next turn I needed to get the Insidious out of danger so went for a manoeuvre that would pull me onto the port flank of the remaining Raider. Unfortunately for me it just clipped it, meaning she was now sitting in-between the Gladiator and the Raider and was swiftly blown away. The ISD meanwhile tried to put some damage through on the Gladiator, but to no avail. The aggressors continued their slaughter of my squadrons leaving only a couple of Firesprays and Dengar left. Knowing they would not do any considerable damage to them, they managed to get into position to fire on the remaining Raider and managed to score just enough damage to blow it away. The opposing Firesprays began to bombard the ISD, emanating to pummel the remaining shields and get through to the hull, but with Motti onboard they still had a lot of work to do.


The ISD and the Gladiator continued to trade blows, with the Gladiator being a lot closer to death, only 2 hull points to go. My last Firespray managed to pop off a shot to knock it down to one hull left, and then got into position o try and get that last hit next turn but out of nowhere comes IG88 to blast it clean out the sky, damn. The other aggressors continue to mop up and obliterate the rest of my squadrons, meaning only the ISD left. An ISD with 4 Firesprays on it’s tail. Led by Boba Fett himself they manage to blast through the hull and send the core critical resulting in an ISD fireball and a loss for Motti and his forces.

Result: Loss 1-9

With the last game out the way we could now have a look at the final standings, and with a good run of games under my belt I had managed to score enough to come in second, with my opponent form the last game coming in on top with a lead of 8 tournament points! I was very happy with the result, but more than that really happy with the day. The format was great, each and every opponent a joy to play and overall a very enjoyable day.

Next up on the tournament schedule is the Scottish regionals! Here’s hoping I can score some of those purty dice and whilst I’m at it I will try to get enough info and pictures to do the same kind of report.

Thanks for reading 🙂

Star Wars – Imperial Assault Skirmish Force!


Here’s a look at the skirmish force I’ve used in the last couple of tournaments in my area. Managed to win a store championship with them, which I was very pleased with, although there was only 3 of us playing. Then not so good in my next tournament, coming 3rd out of 4. Did well in the games against people I had not played before, and terribly against a chap who I played with in the store champs. The list is strong in focus tokens, as well as relying on Leia for fire support, as well as getting some valuable command cards back in play, particularly ‘Reinforcements’. My opponent in that last game was well aware of this and with surgical precision took out Leia, Gideon and Mak within the first 2 turns leaving my force woefully ill equipped to handle his horde of Stormtroopers. I may need to mix things up a bit for next time ;).

I’ve really enjoyed painting these models, whilst not the usual crisp details I like from my mini’s they are Star Wars. And I love me some Star Wars. Everything is painted in the ‘stock’ colour scheme other than Gideon. I wanted him to look like he was in charge of the troopers, so tried to stick as close to their scheme as possible. I also decided to add a good way to differentiate the two Rebel Trooper squads and found some fantastic paint masks from Protect Models to do the job…


They’re really easy to use, just stick on, paint, and peel off, and I think they look really great. They do symbols for all the factions in a range of different sizes, so I think it likely I’ll do the same once more get’s painted or I switch to a different faction.

To finish off, here’s some more pictures of the squad…