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| From on High - Kondo |
Nov 1, 2009 |
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| Total Cost / Value of this Deck: $ | Average Rank: 5/5 |
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Zach Bunn
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Recent decks by this user
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First, let it be known that I use Quantum Kondo, not Ultra. Now... let's get to it.
I use Mean Streets when going second. I normally try to set up a great brawl / stomp for my first monster turn when placing buildings. I also shoot for a turn 1 insurance HQ securing.
When going second, I generally use 3 a-die to spawn, move, and tow with the Pteradactix. This generally messes their power base up pretty well. I then use 6 a-die to spawn and move a combination of stealth apes and airborne apes in to secure an Insurance HQ.
If I'm going first, I've hopefully moved the Insurance HQ into a position where they cannot really get to it for soft disruption. Because I'm going first, if they have tow or pathfinder, etc. I will put at least 4 units next to the Insurance HQ. If they don't, you can normally get away with 3 units.
All of this is looking forward to my first monster turn, which is normally a few back to back monster turns. If I am going second, I generally move into a great position to brawl and then use riot to stomp. If possible, I'll set myself up for the next turn to take a few steps, brawl, and then rampage straight into their power base. At this point, assuming you still have an insurance HQ (shuffle) you should be able to take a third monster turn.
Hopefully on this third monster turn you have lured them out to make some type of attack on you. You are okay with taking 3-4 damage because you have destroyed most of the buildings on their side of the board. Normally you can trade damage expect for you have used all of their buildings to do so. Once this occurs, they are going to be gasping for p-die while you are basking in them.
The ultimate goal is for both you and your opponent to be stuck in Hyper, you have full p-die, and they have very few. This makes taking back to back to back monster turns extremely easy. Once this occurs and you are in your Quantum form, you really start laying in the damage. Having the p-die advantage at this point is crucial, because with throws into any building or hazard meaning 3 damage, it only takes 2-3 turns to seal a victory.
On the turn where you know you'll be taking a unit turn next, I generally throw them back to my side of the map onto a flame or rubble tile. Then On my unit turn I use ignite from the fire kami for an extra point of damage.
This is a highly leveraged game plan. I have found that if things go wrong at some point in the middle, you can be without an alpha and have done very little damage. I'll be writing an official blog on this in the next day or so, but it's something to watch out for.
Things I'm looking for? Building and unit suggestions... Potentially another map to work on? Other tips and tricks that I might miss. Thoughts on whether to use Mega or Ultra Kondo (I've heard Ultra can be pretty sick). Looking forward to the discussion that is sure to ensue. |
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John Wilson says: |
Highly leveraged is the way to go in a 0 or 1 outcome event. Either you lose all the way or you win all the way, but in a game where losing by one is the same as not even getting one damage in, why not go high risk... right? |
Nov 3, 2009 |
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Steven Wooley says: |
You think all those Airborne Apes are necessary? I absolutely cannot believe you aren't running Bellowers! |
Nov 3, 2009 |
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Pingu says: |
Nothing strikes fear into the enemy like a bunch of apes on jetpacks floating towards the city.... |
Nov 3, 2009 |
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Preston Sabom says: |
One thing I do want to point out, is that I'm assuming you're going to be throwing P-die around in these multiple attacks, which'll just play into the hands of a monster with Power Sink if you're making two attacks with P-die in them per turn, which might go against your whole "wreck the power base" idea. |
Nov 3, 2009 |
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Zach Bunn says: |
I forgot to mention, two of the airbornes are glass units (got them at San Diego). They are so sexy. End game when you need that natural b-die is just crazy good. |
Nov 4, 2009 |
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Steven Wooley says: |
But think about combined attacks with Bellowers with an Airborne Ape leading. It seems like such a solid team for triggering that Radial Attack. |
Nov 4, 2009 |
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Zach Bunn says: |
The problem there is that the bellowers are very ground bound. Maybe it would be worth using one or two, but I'm not 100% sold on them. Still ok with the pedestrian units? |
Nov 4, 2009 |
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Pingu says: |
I find their limitations tolerable simply due to the fact that they have long range.
Not to mention with a radar, getting them in should be easier than it looks. |
Nov 4, 2009 |
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Steven Wooley says: |
Pedestrian units are not nearly as disadvantageous as pedestrian monsters. 1 square vs. 4 squares.
Also, Bellowers are long-range with a natural B-Die, both things lacked by the Airbornes. |
Nov 5, 2009 |
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TheMummyBoy says: |
I have to advocate at least 2 Bellowers, a grunt and an elite. Not so much for their long range and natural b-die, which is fantastic, but Energy Sap. Several times I have been on both the giving and receiving end of a crucial energy sap that sucks out the last A-die preventing a monster from doing a lethal back-to-back. Drop the Shadow Spikadon though, leave the mass unit killing to the airborne apes. |
Jan 12, 2010 |
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