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Cyber Khan... I finally managed to try playing him today, and frankly, I'm a bit puzzled how to use him to best effect. He has things he does well, but it feels like he wants to do things he doesn't do as well.
In alpha form, he wants to move up to his units and give them refuel. He wants to walk over to opponent's base and start knocking it over, following it with blasts, which puts him in a dangerous position, especially with only 5 health. He really want either beat back or hit and run on brawl, so he can do more damage (via following fire) without power attacking. His blue High Impact makes me want to hold him back and just be a battery for the Robo Squixes (Robo Squices? Robo Squii?), but he gets too restless when all the A-die are in the monster pool, and wants to be close enough to go hyper and smash opponent back when he can.
Ultra hyper form is another box of worms. He is good at brawling, but gets nothing for it. You can do one damage with a brawl or kill one unit. He would rather be shooting or using power attacks--especially smash (his only super damage attack). It seems he'd just want to be doing anything except brawling.
Is Cyber Khan just awkward? Am I just using him wrong? Is he poorly designed and cannot be a real threat? I like Cyber Khan, I just don't know how to use him effectively, or if that's even possible. |
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Marcus Utley says: Edit: One thing Cyber Khan might could do is get a big smash as ultra, power down to alpha, brawl a nearby building/unit for P-die, then blast for that last point of damage he may need, but this is an unlikely combination that doesn't play to Ultra's strong brawl stat. Would you be able to do the follow though after flexing down? |
Oct 17, 2009 |
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Zach Bunn says: Interesting. I've played against the swarm, tritons, subterrans, elementals, and I use the apes. The only faction I have yet to see in action is Ubercorp. That being said, I haven't seen the units, let alone Cyber Khan himself. I know that he has sold really well (and quickly), but at the moment I have no advice. When I am in the office on Monday I will take a look at him and offer my thoughts. |
Oct 17, 2009 |
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Will Grant says: I'd honestly play him like a healy Zor.
step 1: secure a nice power base with sun drones and UCI amplify.
step 2: use Robo squix through U. Network in firing squads of 1-2 grunts plus an elite to shut your opponent down power wise. Try and contact a building just in case the shot misses.
step 3: Allow your opponent to come to you since he is dealing with High impact Squix on his side of the board. Use Khan's superior movement and movement ability to set up power attacks (2 B dice is pretty crappy, looking forward to mega).
And as always, shut down opposing blasters with Shadow gate. |
Oct 18, 2009 |
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Marcus Utley says: I know what you're saying, and that's how I'd like to play Cyber Khan, but it feels like Cyber Khan is doing nothing worthwhile on his turn and I could just push my entire A-die pool after power up. |
Oct 18, 2009 |
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Will Grant says: He is by no means a unit general.
An SSS monster never pushes over. They live for the power attack.
Your units are their to secure and disrupt.
I would prefer a 2 A dice Cyber Khan turn to an 8 dice UCI unit turn.
You won't be doing the damage with your units, only fueling the damage and healing it off. Your Robo squix squadrons should pop the enemy monster at most 1-2 times a game.
This is not Sky Sentinel, the High impact is nice, but it's also there to tear up securers with Explosion.
Power Attacks are still the nastiest thing in the game, and Cyber Khan is still power attacking despite his lack of boost dice. He will make up for that in a surplus of red dice. Satellite support and Amplify in Agenda is just absurd. |
Oct 18, 2009 |
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Will Grant says: Also, don't forget that he flies and moves 8 in Ultra.
This means, you have the movement to fly over most monsters without stepping a bunch, which leads to more power ups and more monster turns.
More monster turns = more damage. |
Oct 18, 2009 |
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Robert Johnson says: That's nice and all but so long as you can't go infinite with any monster other than Magna this is the worst of theorycraft. *vomits with self-disgust* |
Oct 18, 2009 |
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Marcus Utley says: Basicly, harass units with Robo Squix squads, move in Ultra Cyber Khan, and use power attack after power attack over several turns for damage. Sun Drones (and Mecha Task Master?) hold building(s), with UCI MRV holding power points, except hold one UCI MRV for repairing Cyber Khan.
Still sounds like those four boost dice on Ultra Cyber Khan's brawl are mostly useless except for a punch for final point needed to kill a form. |
Oct 18, 2009 |
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Marcus Utley says: Added comments: Perhaps I'm just too used to playing Tyrannix morphers, and playing an aggressive brawling style with the monster. In addition, local area is more often than not some sort of morpher as well.
In this first game with Cyber Khan, I was playing against Ancient Osheroth--the Cthul morpher--who always seemed to position so that I couldn't ever reach the morphers, mostly due to Privateer Press. Maybe Cyber Khan was just ineffective against morphers, or morphers being played defensively. |
Oct 18, 2009 |
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Will Grant says: Both monsters are engineered backwards...As a joke.
Gorgs has boost dice that don't make sense as well :( |
Oct 19, 2009 |
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Zach Bunn says: :( What about Mega Cyber Khan. Viable? |
Oct 24, 2009 |
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Will Grant says: I like him better Zach. He's a better power attacker, plus he looks more sexy for a robo lizard.
He gives up Super Smash for Martial Artist and a PA boost dice.
Smashes just aren't that easy to set up to be honest unless you are a morpher or have tow/TK.
My CK came in, I played some games and I love him...He is everything a healy Zor should be. Flight 8 is the Bee's Knees. |
Oct 24, 2009 |
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Marcus Utley says: I like Mega Cyber Khan, and would like to try him. The only thing that concerns me about Mega Cyber Khan is that is loses flight, but it still has jump so it's not all bad news. |
Oct 24, 2009 |
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Zach Bunn says: Well I should have a full metal mega cyber khan shortly. Hopefully I get that plus other sweet swag. |
Oct 24, 2009 |
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Marcus Utley says: I don't have much of a chance to get the normal Mega Cyber Khan, and I have much less chance to get the full metal version. Ä
Anyways, I tried Cyber Khan again, now with a more complete army, and while I was pleased with the army (especially with high impact Robo Squixi(?), I found myself still lacking when it came to Cyber Khan himself. My opponent recommended I should use him as a unit general, but I feel uneasy holding him back, and I can't even take cover and screen myself behind buildings/units as my opponent used Gakura.
I know I should probably hold back longer on sending Cyber Khan into the fray, as Will said, "Allow your opponent to come to you since he is dealing with High impact Squix on his side of the board[...]", however it seems my opponent wants to stick by their side, and destroy my underground network buildings, and eliminate my Robo Squix squads--at which time, Cyber Khan is feeling useless if he does nothing to try to pull the opposing monster away from the Robo Squixi. As such, I find myself being too aggressive with Cyber Khan, leaving him vulnerable and isolated from my MRVs. |
Oct 24, 2009 |
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Will Grant says: Hmm, maybe we can proxy him on Vassal. |
Oct 25, 2009 |
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Aaron Joseph White says: Think of Cyber Terra Khan as an army pocket knife. Rather than doing one thing well, he has all these little tricks that provide a wealth of options. On another note, I cannot help but think that Ubercorp, more than any other faction, has more surprises from the next two sets. Figures are going to come out that will make us think "Oh, THATS why they did that."
To be specific about the 4 Boost on Brawl attacks, it sure is handy that you can Brawl buildings without devoting a large amount of Action dice. |
Oct 31, 2009 |
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kaifeiyu says: alpha cyber khan acts like a unit general. Blue high impact helps the robo squix, refuel can provide soft diruption at 1 a-die, following fire allow you to brawl a building for p-die then shoot at the enermy monster for a dmg, keeping way back out of harm's way. Spotter's just a bonus i guess which sometimes come in handy
In ultra form he uses pdie to do a power attack for 3-4 dmg then brawls a nearby building recharging 3-4 pdie for another power attack. Which is quite good. Your opponent can be destroying your power base and you still have p-die to make power attacks.
In mega form his power attacks do super damage, and he's got power gorge on a double brawl.
Basically if you're out of power dice cyber khan helps you fill it up in 1 monster turn, and if you have plenty of power dice cyber khan can punish the opponent.
try using this deck:
alpha cyber khan
mega cyber khan
4 UCI MRV
4 robo squix (2 of which elite)
1 mech taskmaster
1 intecepter
1 shadow gate
1 s-type shinobi
1 katana
2 sun drone
buildings:
4 hotel
4 skyscraper
1 statue of liberty
1 imperial state building
1 newspaper office
1 rader array |
Jan 12, 2010 |
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NateWinchester says: He has things he does well, but it feels like he wants to do things he doesn't do as well.
Funny, that's what I'd say about Terra Kahn.
Some of us are wondering if UCI is supposed to be powered down a lot after the sheer insane bonuses SSS got before. |
Feb 23, 2010 |
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