Saturday 31 July 2021

League of Infamy: Hive of Villainy

Having completed all of the defenders for League if Infamy I've now started on the villains.

In LoI the players take control of the villains and have to battle the goodie defenders and each other to come out as the top dog. The game includes a good range of villains for the players to choose from covering the normal archetypes of tank, damage and support, each with a little twist.


First up is Karzel who is a mostly deaf Abyssal Dwarf with a love of firing his pistols in all directions. He's quite a slow character but can increase his speed by sacrificing some of his stealth to give the Keep Master alarm tokens. Alarm tokens are using by the Keep Master to purchase defenders to bring onto the board during the game, so the more the Keep Master has, the harder it will get for the villains to complete their mission. 
As a ranged damage dealer Karzel has access to his pistols as his basic weapons and the more he fires them the more noise he generates and the more Alarm Tokens the Keep Master gains. Karzel is not the ideal choice for a player that likes a subtle and stealthy approach.





Melantha is Vampire warrior and shares the love of blood that is common to her race, as such she should make a hardy tank as long as she can keep killing off defenders. It's worth noting that whilst the villains are free to kill the defenders being the good guys & girls only subdue the villains. This means even once a villain is down they aren't necessarily out of the game. Melantha has an ability which allows her to heal a downed villain, the price of which can be extracted from them later on. Melantha also has a weapon that increases her defence when attacked from the front, she should be able to wear multiple enemies down without being overwhelemed.






Sharpclaw is a Ratkin Brute, the Ratkin spent many generations enslaved by the Abyssal Dwarfs who they came to almost worship and whose style they still ape to this day. Sharpclaw is a straight up melee fighter, his weapons allow him to roll extra attack dice and he can re-roll attack dice at the expense of creating a little Alarm. If you like getting stuck in and ripping the opposition limb from limb then Sharpclaw is probably the villain for you.






Krink is the first villain I've painted who isn't from the core box, the game recommends using the 4 that came with the core box first as they are easier to play. Some of the extra villains have a more nuanced approach, Krink isn't one of them. 
Inside his armour Krink is that rarest of things, a brave Goblin. At first glance he seems quite weak as although he has decent armour his health isn't that high and his attacks seem rather low. His equipment does help out with this so he can boost his attack dice at the expense of loosing activations (villains get 3 activations per turn) and he has the chance to entirely ignore incoming damage and reflects melee damage back. He probably doesn't want to go toe to toe with many opponents but if forced to he should hold his own.




These villains came together pretty quickly so hopefully the others are just as quick, the sculps seem to be better over-all than the defenders with the detail more sharply defined, which I guess is what you want from the player characters in a game.






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