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| Aquosia and the Great Flood |
Oct 16, 2009 |
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| Total Cost / Value of this Deck: $ | Average Rank: 4.67/5 |
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Steven Wooley
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Recent decks by this user
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So do I really get to use anything from the new set?
I suppose I need at least a few G1s - but...do I? The Kamis are short range with 6 SPD and Rage/Ignite, and can use Aquosia's Quick. G1s are short range, 8 SPD, indirect fire and cannot use Quick.
It'd be nice to have some for screening...maybe drop 1 Fire Kami, 1 Elite Fire Kami for 1 G1 and 1 Elite G1?
My ideal attack would be 2 G1s (1 E) and an elite Fire Kami. Worth it? With Nesting it's more doable.
What're your guys' thoughts on the army so far. Am I trying to push G1s on a force that doesn't need them?
EDIT: Thinking of splashing a katana for Chain Reaction. It's either that or a Marauder. Opinions? |
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Steven Wooley says: |
The answer is yes. I didn't bother with them and I definitely didn't miss them. The Rocket Choppers were monumental though.
The Cathedrals are perfect for this army. I ran 5. Who's got Aquosia advice? |
Oct 17, 2009 |
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Andrew Brannan says: |
Haven't run Aquosia yet. Aside from Cathedrals, what other buildings are you running? |
Oct 17, 2009 |
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Zach Bunn says: |
I think that the Cathedrals were a great addition to your army. I agree on the G1 decision as well. Those fire kami's get the job done.
I played a game with Tim this evening where I actually secured a Cathedral he had dropped (to stop me from healing) that let me throw him and additional 1 for an extra damage. Be careful, they can backfire on you.
I think Aquosia could be solid. After thinking about our games, a focus on unit damage and protecting your monster might have given you a larger win in some of our games.
Maybe even as far as not responding to my power attack with a power attack of your own just because it's there and open. Instead, just screening and using Annihilate to do two damage. I'm sure once you have had a bit more time you'll get this army locked down. |
Oct 17, 2009 |
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Will Grant says: |
Did you get a chance to proxy the Mega for comparison? I'm really curious how different she plays.
I'd almost say add a pteradactix for towey trickery. The main reason being that it won't always be easy to get earth elementals on power points the first turn with so many power points cut off by water.
Play first turn solitaire and try it, and I think you will like the results.
That said, it is really A Dice intensive for a first turn, 2 to spawn both, 1 to tow, 1 to move ptax. Nevermind, that's awful :) disregard. |
Oct 18, 2009 |
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Denny says: |
One thing that I found is the brawling with units is a valid option with the Water and Fire Kamis. Flank of course helps.
And yes, the Rocket Chopper for spotter was key in my games. I need to make sure I take the P-dice for rage.
I would say Aquosia seems like she stands a chance of doing well but isn't clearly either strong or weak. |
Oct 18, 2009 |
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Will Grant says: |
Which buildings are you using with her? |
Oct 18, 2009 |
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Steven Wooley says: |
I had 5 Cathedrals and a Radar Array, a few Oil Refineries, Imperial State, Insurance HQ. Something like that. I grabbed Insurance and Radar generally, but I went for the Refinery depending on the disruption that was going on. The movement actually has a greater benefit than usual due to Red Quick.
I was able to fairly constantly move 2-3 units for free each turn with Alpha Aquosia. Popping those Elite Water Kamis out is also crucial. I just wish she had a lower hyper cost.
I will say that the dice efficiency becomes evident in relation to board advantage. My last game, I had all 15 units on the board. Between Nesting and Transport on both activations, the units just keep flooding. Sending a Water Avatar to a negative zone, dropping a water kami, and then moving it to a power/negative zone is a killer play. The Elementals are extremely mobile.
I think you're right Zach - as far as Aquosia working. She'd definitely not over-the-top or obvious like Maxim, but she really does gain a huge advantage through her Quick/Energy Cycle efficiency. It's not easy to see, but when I think about how much I was able to do because of it, it's pretty big. I just need to play her more.
I'm not sure about "not power attacking" - often those were 4 damage swings. I did my best to protect her, but it's hard to screen constantly against a brawl =)
I'm worried as to how she'd do against a proper unit general. She can't afford to hang back against someone like Sky Sentinel. What then? I just feel like she'd get eaten up. |
Oct 18, 2009 |
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Steven Wooley says: |
I just realized - Music Producer would be awesome. With so many units on the board, Disable is always going to be killing it. |
Oct 18, 2009 |
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Steven Wooley says: |
Distract, that is. |
Oct 18, 2009 |
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Philip Rowland says: |
Just be careful if you go up against a Cthul player (or if we see any other Occult Energy units) because that Music Producer in your territory will be a prime target for the spawning potential. Of course you could just "extinguish" it if comes to that. |
Oct 20, 2009 |
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Philip Rowland says: |
On the Katana/Marauder question, Chain Reaction > Explosion most of the time. It does have the additional risk of potentially whiffing mid-way through a chain, but you can theoretically hit more with a Chain reaction.
Also (and this came up in a Vassal game of Mega Gorghadra against some Cthul) you can Chain Reaction off of a Meat Slave to an adjacent enemy and then back to whatever the Meat Slave spawned via Incubator where Explosion would leave that new unit in play. Of course, that's only a benefit against Cthul, but it might be worth considering. |
Nov 3, 2009 |
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