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Tossing it up Nov 25, 2009
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Vane Dolenc
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Tossing it up
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This was actually my submission for Eric Yaple's cross-faction contest.

The basic idea is to litter the table with radioactivity and bring as
many models as possible that are immune to its effects. That means
focusing on Martians and Savage Swarm. The force is built around
taking advantage of the Hazardous skill of the Razor Beetle. This unit
is reasonably fast, very tough, and immune to radiation, so it's not
difficult to litter the board with them and set up several kill zones
where a well placed Toss (Galaxius Core) or Beat back (Mega Galaxius)
will land the opposing monster on top of a radiation-producing
building and a Razor Beetle for a massive 4 points of damage to most
monsters. Galaxius-4 is our monster of choice here because both its
forms can move the enemy monster without needing to be aligned. They
can both also adjust the position of a Razor Beetle with Telekinesis.
Telekinesis can also be used to remove a screening unit, allowing
Galaxius to align with the enemy and perform a power attack for even
more damage by causing collisions with multiple buildings or hazard
tiles. Also remember that Mega Galaxius can Beat back the enemy into
itself for an extra point of damage without taking damage itself
thanks to Vampirism (except when Galaxius starts the attack at full
health, because Vampirism is resolved before damage is applied.)

Our other cross-agenda unit is a lone Fire Kami, obviously here to
re-Ignite any Radioactive hazards the opponent manages to get rid of.
This is also the only way to score a point of damage on the enemy
monster in the unit turn.

Because we have 5 cross-agenda units to spawn and many Actions to
choose from, we can't count on having a lot of action dice to play
with in the unit turns. Certainly not enough to take on any tough
targets. So the rest of the force is designed to secure buildings and
offer some support to the monsters and Razor Beetles. Triton units,
unfortunately, are not immune to radiation, but they're much tougher
than Martian units and, being the same agenda, don't have a spawn cost
penalty. The high SPD and DEF of the Spiral Relays makes them perfect
for securing buildings, but we also want to have one adjacent to our
monster at all times. Red Sprint gives a nice speed boost to Galaxius
but red Synchronized Move is the real deal-breaker. It's a Trigger
that lets us advance any allied unit (even a cross-agenda unit.) We
choose the order in which our triggers are resolved. So we move a
Razor Beetle before resolving Toss or Beat back, making it almost
certain that we'll benefit from Hazardous on every single blast
attack!

The Spadefin Skimmers are there for their Actions. Extinguish allows
us to get rid of hazards we don't like (so anything but radioactivity)
while Tow can be used to speed a Razor Beetle or Pod along or drag an
enemy unit into a hazard. A Saucer and both types of Pods round out
this force, offering some of that efficient power dice production the
Martians are famous for, and Weaken is always nice to have, especially
considering the low number of Boost dice Martian monsters have.


To summarize: Radioactive + Hazardous + Synchronized Move + Toss/Beat
back = win.
 
Comments:
Zach Bunn says: Radioactive + Hazardous + Synchronized Move + Toss/Beat back = win

Probably true... I would like to catch a game on vassal with you at some point.
Nov 25, 2009
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Freddy Dixon says: Very nice, I like how you're taking advantage of so many unit's abilities. Nov 26, 2009
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Brian Curtis says: Nifty force, I look forward to seeing it in play. That's a lot of Spiral Relays. 0_0 Nov 26, 2009
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Axl says: Pretty good, man. Never thought about utilizing Synch Moves like that. Awesome combo. And I must agree with you in terms of Galaxius' awesomeness. Nicely done.

If you ever see me or my other screename X on Vassal, I want to play you vs my Cross-Faction challenge list. =)
Dec 13, 2009
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