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| The Force is strong... |
Jun 17, 2009 |
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| Total Cost / Value of this Deck: $74.71 | Average Rank: 4.67/5 |
(2)
Apartment Building
| Game Name |
| Monsterpocalypse CMG |
| Set Name |
| Rise |
| Rarity |
| ** |
| Price |
| $1.97 |
| Description |
Name: Apartment Building Defense: 4 Building Energy: 2 Ability: High Occupancy Ability: Defenseless Ability: Discount |
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(1)
Ares Mothership
| Game Name |
| Monsterpocalypse CMG |
| Set Name |
| Rise |
| Rarity |
| *** |
| Price |
| $3.97 |
| Description |
Name: Ares Mothership Faction: Martian Menace Agenda: Invaders Energy Type: Radioactive Speed: 7 Defense: 5 Brawl: 6*1 Blast: 6*2 Blast Range: Short Power: 5*1 Health: 6 Ability: Manufacture Ability: Steady Ability: Power Sink Ability: Transport Ability: Flight Ability: Abduct |
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(3)
Downtown High-Rise
| Game Name |
| Monsterpocalypse CMG |
| Set Name |
| Rise |
| Rarity |
| ** |
| Price |
| $1.47 |
| Description |
Name: Downtown High-Rise Defense: 5 Building Energy: 3 Ability: Power Producer Ability: Blazing Inferno |
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(2)
Hunter (Elite)
| Game Name |
| Monsterpocalypse CMG |
| Set Name |
| Rise |
| Rarity |
| *** |
| Price |
| $0.87 |
| Description |
Name: Hunter (Elite) Faction: Martian Menace Agenda: Invaders Energy Type: Radioactive Speed: 6 Defense: 2 Brawl: - Blast: 3*1 Blast Range: Long Unit Cost: 2 Ability: Leadership Ability: Sniper Ability: Flight |
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(2)
Marauder
| Game Name |
| Monsterpocalypse CMG |
| Set Name |
| I Chomp NY |
| Rarity |
| ** |
| Price |
| $0.67 |
| Description |
Name: Marauder Rarity: ** Faction: Martian Menace Agenda: Invaders Energy Type: Radioactive Speed: 6 Defense: 2 Brawl: - Blast: 2 Blast Range: Long Cost: 1 Ability: Explosion Ability: Flight Ability: Indirect Fire |
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(2)
Nuclear Power Plant
| Game Name |
| Monsterpocalypse CMG |
| Set Name |
| Rise |
| Rarity |
| ** |
| Price |
| $6.27 |
| Description |
Name: Nuclear Power Plant Defense: 5 Building Energy: 3 Ability: Nuclear Powered Ability: Radiated Zone Ability: Industrial Site Ability: Power Amplifier |
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(2)
Power Pod
| Game Name |
| Monsterpocalypse CMG |
| Set Name |
| Rise |
| Rarity |
| *** |
| Price |
| $9.17 |
| Description |
Name: Power Pod Faction: Martian Menace Agenda: Invaders Energy Type: Radioactive Speed: 2 Defense: 2 Brawl: - Blast: - Blast Range: - Unit Cost: 1 Ability: Amplify Ability: Cargo Ability: Refuel Ability: Hover |
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(2)
Radar Array
| Game Name |
| Monsterpocalypse CMG |
| Set Name |
| Rise |
| Rarity |
| ** |
| Price |
| $4.27 |
| Description |
Name: Radar Array Defense: 4 Building Energy: 2 Ability: Radar Network |
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(2)
Saucer
| Game Name |
| Monsterpocalypse CMG |
| Set Name |
| Rise |
| Rarity |
| * |
| Price |
| $1.67 |
| Description |
Name: Saucer Faction: Martian Menace Agenda: Invaders Energy Type: Radioactive Speed: 5 Defense: 2 Brawl: - Blast: - Blast Range: - Unit Cost: 1 Ability: Transport Ability: Flight Ability: Ground Control Ability: Abduct |
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(2)
Skyscraper
| Game Name |
| Monsterpocalypse CMG |
| Set Name |
| Rise |
| Rarity |
| ** |
| Price |
| $4.97 |
| Description |
Name: Skyscraper Defense: 6 Building Energy:4 Ability: Underground Network Ability: Blazing Inferno Ability: Superstructure Ability: High Occupancy |
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(1)
Ultra Ares Mothership
| Game Name |
| Monsterpocalypse CMG |
| Set Name |
| Rise |
| Rarity |
| *** |
| Price |
| $3.97 |
| Description |
Name: Ultra Ares Mothership Faction: Martian Menace Agenda: Invaders Energy Type: Radioactive Speed: 7 Defense: 6 Brawl: 6*2 Blast: 6*3 Blast Range: Long Power: 5*2 Health: 6 Hyper Cost: 5 Ability: Flight Ability: Abduct Ability: Power Sink Ability: Negation Ability: Manufacture Ability: Force Field (Blue) |
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(5)
Vanguard
| Game Name |
| Monsterpocalypse CMG |
| Set Name |
| Rise |
| Rarity |
| ** |
| Price |
| $0.18 |
| Description |
Name: Vanguard Faction: Martian Menace Agenda: Invaders Energy Type: Radioactive Speed: 6 Defense: 2 Brawl: - Blast: 1*1 Blast Range: Short Unit Cost: 1 Ability: Flight Ability: Power Gorge |
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(2)
Vanguard (Elite)
| Game Name |
| Monsterpocalypse CMG |
| Set Name |
| Rise |
| Rarity |
| ** |
| Price |
| $0.87 |
| Description |
Name: Vanguard (Elite) Faction: Martian Menace Agenda: Invaders Energy Type: Radioactive Speed: 6 Defense: 2 Brawl: - Blast: 1*2 Blast Range: Short Unit Cost: 2 Ability: Power Gorge Ability: Leadership Ability: Flight |
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Jason Miller
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Recent decks by this user
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The concept of this army is simple: denial.
Specifically, you're denying your opponent the chance at an easy target.
The primary objective at the beginning of the game is to take control of the Radar Array as quickly as possible, preferably on the first turn. Why? Vanguard.
The Vanguard, and the Vanguard Elite are the workforce of this army. Your average Vanguard has a Blast attack of 1+1 B die with a Short range. When coupled with the Vanguard Elite, your Vanguard increases in value to equal the Elite, which is a Blast of 1+2B dice.
I run the Vanguard in an echelon formation consisting of 1 Elite and 2 Vanguard in one group with a secondary group of 1 Elite and 3 Vanguard. This is a fairly standard tactic, with powerful effect. If you're running against an opponent who has a high Defense monster, you might do better having a concentrated attack of all the Vanguard and Elites against the monster. Anything at 6 or lower Defense, however, is when this army has a fun time.
When facing a lower Defensive value monster, I run the two groups as wolf packs, sending the larger group after my enemy's monster, while the smaller group circles about the map, taking out power structures.
The 2 Hunters in my list are actually Shadow Hunters, giving them Cloak. Granted, these guys cost 3 to bring out, but if you manage to hold onto an Apartment Building, you can have a much easier time in bringing these guys to bear. The tactic I use with the Shadow Hunters is to sit at range 7, thanks to the Radar Array, and snipe out enemy Elites or other important units. Dropping Meat Slaves from across the map has been a fairly enjoyable strategy.
What ties all of this together is the Ares Mothership, specifically the Ultra form. The Ultra form grants Blue Force Fields, and that's going to keep your below-average Defensed units in the fights longer. Get the Ultra out as soon as possible, and use the Power Pods to keep him out of harm's way. If the Mothership doesn't need to be in combat, then don't.
The saucers are primarily in the army as ground control, but they can also find themselves conscripted into combat duty should the opportunity arise for an easy Abduction kill.
Overall, this army is a lot of fun to play, and has a fairly easy time when you opponent has chosen a less durable monster. Wolfpack tactics, in combination with Force Fields and long range Shadow Hunter support will make your opponent split his focus, and that's a recipe for disaster for the less tactically minded foe. Just remember to keep your wits about you. |
| Comments: |
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Zach Bunn says: |
Ah... And this one needs spacing!!! |
Jun 17, 2009 |
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Jonathan Wooley says: |
I was thinking about using something very similar to this strategy today. Well described. I wish I had some shadow hunters but I think I can make it work. |
Jul 2, 2009 |
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