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SOUND strategy

Complete an Objective.

Complete a Control Objective.

At the end of a Round, the opponent has fewer


than 3 Suspect markers in play.

Once per Round, you can discard an


Objective card.

Controlling the place while advancing was the most


optimal strategy they should follow if they didn’t want to
fall into battle.
© & ™ BATMAN. (s19)  BTG044 © KNIGHT MODELS
Shock and awe

Complete an Objective.

Complete a Violence Objective.

At the end of a Round, have more friendly


Suspect markers than enemy models in play.

Once per Round, a friendly model may roll 1


additional Attack die during an attack.

Not leaving a corner uncovered was the riskiest


movement they could do.
© & ™ BATMAN. (s19)  BTG045 © KNIGHT MODELS
Intimidation

Complete an Objective.

Complete a Menace Objective.

At the end of a Round, have more Suspect


markers than your opponent.

Once per Round, a friendly model can place


a Suspect marker during its activation,
without spending an Action.

Crime cannot be tolerated.


© & ™ BATMAN. (s19)  BTG046 © KNIGHT MODELS
VIP

Complete an Objective.

Complete a Protection Objective.

At the start of the Round or when this card is played,


choose a friendly Suspect marker (or the first
Suspect marker that is placed during the Round) to
be a VIP marker. That marker is no longer a Suspect
marker. At the end of the Round, have more models
within 4” of the VIP marker than your opponent; if
not, the VIP marker reverts to a Suspect marker
(after checking all scoring conditions).

Once per Round, a friendly model may roll 1


additional Defense die during an enemy attack.

This is my city!
© & ™ BATMAN. (s19)  BTG047 © KNIGHT MODELS

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