mazog
Junior Strategist
Walking and talking
Posts: 748
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Post by mazog on Jan 23, 2019 3:47:53 GMT
I got my second game in today and I think I will have to buy in. I just don't have time for 75 point WarmaHordes these days, but monpoc is so much faster I might be able to fit it in on a regular basis.
Zor-Maxim ducked under Gorghadra's clumsy grab twice in the game and finished him off with a body slam into a hazard. The GUARD base makes me nervous about depending on defense, though...
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Post by michael on Jan 23, 2019 17:27:59 GMT
I got my second game in today and I think I will have to buy in. I just don't have time for 75 point WarmaHordes these days, but monpoc is so much faster I might be able to fit it in on a regular basis. Zor-Maxim ducked under Gorghadra's clumsy grab twice in the game and finished him off with a body slam into a hazard. The GUARD base makes me nervous about depending on defense, though... Of all the factions so far, Shadow Sun is best at getting units into supremely annoying places. Remember that your opponent can’t secure a building if you have a monster or unit adjacent to it.
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mazog
Junior Strategist
Walking and talking
Posts: 748
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Post by mazog on Jan 23, 2019 20:27:25 GMT
I got my second game in today and I think I will have to buy in. I just don't have time for 75 point WarmaHordes these days, but monpoc is so much faster I might be able to fit it in on a regular basis. Zor-Maxim ducked under Gorghadra's clumsy grab twice in the game and finished him off with a body slam into a hazard. The GUARD base makes me nervous about depending on defense, though... Of all the factions so far, Shadow Sun is best at getting units into supremely annoying places. Remember that your opponent can’t secure a building if you have a monster or unit adjacent to it. I did not know that, it sounds pretty entertaining. I have only played 5 unit games, and in this one he never bothered securing buildings, he just grabbed power spots on the table. I secured a pair of buildings for most of the game, though.
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Post by michael on Jan 24, 2019 0:15:11 GMT
I did not know that, it sounds pretty entertaining. I have only played 5 unit games, and in this one he never bothered securing buildings, he just grabbed power spots on the table. I secured a pair of buildings for most of the game, though. Seriously: spawn an Interceptor, secure an Industrial Complex, then in the movement phase have the Interceptor move 7, pay 1 action die to move another 7, pay another action die to crap out a Shadow Gate, which can then advance 3 (movement phase, remember?) and teleport a model in from across the map. It's gross.
But yeah Shadow Sun work better with more than 5 units on the table. Gorghadra is about the only monster so far that just doesn't care about securing anything to gain power dice.
(caveat: I didn't dig out the Shadow Sun cards to double-check if there were any restrictions on that, but the move --> move --> Cargo part is legit.)
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mazog
Junior Strategist
Walking and talking
Posts: 748
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Post by mazog on Jan 24, 2019 1:45:37 GMT
I did not know that, it sounds pretty entertaining. I have only played 5 unit games, and in this one he never bothered securing buildings, he just grabbed power spots on the table. I secured a pair of buildings for most of the game, though. Seriously: spawn an Interceptor, secure an Industrial Complex, then in the movement phase have the Interceptor move 7, pay 1 action die to move another 7, pay another action die to crap out a Shadow Gate, which can then advance 3 (movement phase, remember?) and teleport a model in from across the map. It's gross.
But yeah Shadow Sun work better with more than 5 units on the table. Gorghadra is about the only monster so far that just doesn't care about securing anything to gain power dice.
(caveat: I didn't dig out the Shadow Sun cards to double-check if there were any restrictions on that, but the move --> move --> Cargo part is legit.)
I was unaware dude could be spent for extra unit movement. I'll have to go read the rules again, that sounds hilarious. My silly thought had been teleporting a shadow gate, then having it move and teleport a thing, but that is way less silly.
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doopsie
Junior Strategist
Posts: 341
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Post by doopsie on Jan 24, 2019 1:45:38 GMT
I did not know that, it sounds pretty entertaining. I have only played 5 unit games, and in this one he never bothered securing buildings, he just grabbed power spots on the table. I secured a pair of buildings for most of the game, though. Seriously: spawn an Interceptor, secure an Industrial Complex, then in the movement phase have the Interceptor move 7, pay 1 action die to move another 7, pay another action die to crap out a Shadow Gate, which can then advance 3 (movement phase, remember?) and teleport a model in from across the map. It's gross.
But yeah Shadow Sun work better with more than 5 units on the table. Gorghadra is about the only monster so far that just doesn't care about securing anything to gain power dice.
(caveat: I didn't dig out the Shadow Sun cards to double-check if there were any restrictions on that, but the move --> move --> Cargo part is legit.)
Wow, that is some shenanigans. And I thought Martians were bad with the saucer-> power pod. As an aside, if one were to be considering purchasing either the GUARD Defense Base or the Martian Command Structure, which would you suggest? I ask, as I cannot find the rules anywhere.
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Post by michael on Jan 24, 2019 14:10:17 GMT
Seriously: spawn an Interceptor, secure an Industrial Complex, then in the movement phase have the Interceptor move 7, pay 1 action die to move another 7, pay another action die to crap out a Shadow Gate, which can then advance 3 (movement phase, remember?) and teleport a model in from across the map. It's gross.
But yeah Shadow Sun work better with more than 5 units on the table. Gorghadra is about the only monster so far that just doesn't care about securing anything to gain power dice.
(caveat: I didn't dig out the Shadow Sun cards to double-check if there were any restrictions on that, but the move --> move --> Cargo part is legit.)
I was unaware dude could be spent for extra unit movement. I'll have to go read the rules again, that sounds hilarious. My silly thought had been teleporting a shadow gate, then having it move and teleport a thing, but that is way less silly. The Interceptor has a special rule on its card that lets it spend an action die for extra movement. That is definitely not a core rule! Heh.
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Post by michael on Jan 24, 2019 14:13:41 GMT
Seriously: spawn an Interceptor, secure an Industrial Complex, then in the movement phase have the Interceptor move 7, pay 1 action die to move another 7, pay another action die to crap out a Shadow Gate, which can then advance 3 (movement phase, remember?) and teleport a model in from across the map. It's gross.
But yeah Shadow Sun work better with more than 5 units on the table. Gorghadra is about the only monster so far that just doesn't care about securing anything to gain power dice.
(caveat: I didn't dig out the Shadow Sun cards to double-check if there were any restrictions on that, but the move --> move --> Cargo part is legit.)
Wow, that is some shenanigans. And I thought Martians were bad with the saucer-> power pod. As an aside, if one were to be considering purchasing either the GUARD Defense Base or the Martian Command Structure, which would you suggest? I ask, as I cannot find the rules anywhere. The Martian releases for this month all have their stat cards of Bell of Lost Souls. The GUARD base let’s you spend 1 action die to reroll a missed attack roll (works for all factions), and makes 1 GUARD unit 1 die cheaper once per spawn. (Obviously only applies to GUARD units.) The Martian base has cheaper Martian unit spawns and the equivalent of Energy Cycle (See Defender X and others) for Power Dice instead of action dice. Both are tempting...
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mazog
Junior Strategist
Walking and talking
Posts: 748
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Post by mazog on Jan 24, 2019 21:38:02 GMT
The GUARD base is pretty terrifying, speaking as one who was thinking to main shadow sun. That would definitely be a priority target if it looked even plausible that the enemy could secure it.
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Post by michael on Jan 24, 2019 22:45:08 GMT
The GUARD base is pretty terrifying, speaking as one who was thinking to main shadow sun. That would definitely be a priority target if it looked even plausible that the enemy could secure it. Put a Repair Truck in your army, destroy the opponent’s GUARD base, and then rebuild it on your side of the table.
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doopsie
Junior Strategist
Posts: 341
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Post by doopsie on Jan 26, 2019 3:18:04 GMT
Wow, that is some shenanigans. And I thought Martians were bad with the saucer-> power pod. As an aside, if one were to be considering purchasing either the GUARD Defense Base or the Martian Command Structure, which would you suggest? I ask, as I cannot find the rules anywhere. The Martian releases for this month all have their stat cards of Bell of Lost Souls. The GUARD base let’s you spend 1 action die to reroll a missed attack roll (works for all factions), and makes 1 GUARD unit 1 die cheaper once per spawn. (Obviously only applies to GUARD units.) The Martian base has cheaper Martian unit spawns and the equivalent of Energy Cycle (See Defender X and others) for Power Dice instead of action dice. Both are tempting... Oh man, Deimos-9 is freaking awesome.
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Post by Soul Samurai on Jan 28, 2019 10:42:49 GMT
OK, so my Monsterpocalypse stuff arrived today. I'm not really going to have time to assemble anything for a while (not even sure when I'll be able to sit down and really focus on the rulebook), but I read on another forum yesterday that you need one set of dice per player? I picked up the GUARD starter and the three Terrasaurs, I guess that means I don't have enough dice? Bleh, I wish they just made a starter for every faction, rather than forcing you to buy a starter pack that you might not want.
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Post by michael on Jan 28, 2019 17:23:55 GMT
OK, so my Monsterpocalypse stuff arrived today. I'm not really going to have time to assemble anything for a while (not even sure when I'll be able to sit down and really focus on the rulebook), but I read on another forum yesterday that you need one set of dice per player? I picked up the GUARD starter and the three Terrasaurs, I guess that means I don't have enough dice? Bleh, I wish they just made a starter for every faction, rather than forcing you to buy a starter pack that you might not want. Yes, each player needs a pool of dice: 10 Power Sice, 6 Boost Dice, and 10 Action Dice. I guess you can proxy the contents of the pools and just pass the one set back and forth when you need to roll?
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Post by Soul Samurai on Jan 28, 2019 19:09:26 GMT
Yes, each player needs a pool of dice: 10 Power Sice, 6 Boost Dice, and 10 Action Dice. I guess you can proxy the contents of the pools and just pass the one set back and forth when you need to roll? Right now I'm thinking about using normal dice (I got plenty in various colours) and just saying "2+/3+/4+ is a hit, 6's are two hits", which is basically all the Monsterpocalypse dice are. At least until I get around to ordering a second set. So, going through the stuff I bought, my thoughts in chronological order were: 1. Wow, the details and casts are very nice quality! 2. Wait, hold that thought, these vent remains are massive! 3. Ugh, this mold line going down Terror Khan's side is going to be a pain to clean up. 4. Where is Defender X's head? Ah, crap. 5. Can't magnetise the bases... how am I going to transport this stuff once it's assembled? Well, looks like I need to email PP's parts service. Anyway, had a quick read of the rulebook, it's interesting. Doesn't sound too complicated or too simple, though I suppose that depends on the model special rules. I feel like I missed a couple of details though; maybe some youtube videos can fill in some blanks.
What do people recommend for transport solutions?
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Post by michael on Jan 28, 2019 19:42:13 GMT
Yes, each player needs a pool of dice: 10 Power Sice, 6 Boost Dice, and 10 Action Dice. I guess you can proxy the contents of the pools and just pass the one set back and forth when you need to roll? Right now I'm thinking about using normal dice (I got plenty in various colours) and just saying "2+/3+/4+ is a hit, 6's are two hits", which is basically all the Monsterpocalypse dice are. At least until I get around to ordering a second set. So, going through the stuff I bought, my thoughts in chronological order were: 1. Wow, the details and casts are very nice quality! 2. Wait, hold that thought, these vent remains are massive! 3. Ugh, this mold line going down Terror Khan's side is going to be a pain to clean up. 4. Where is Defender X's head? Ah, crap. 5. Can't magnetise the bases... how am I going to transport this stuff once it's assembled? Well, looks like I need to email PP's parts service. Anyway, had a quick read of the rulebook, it's interesting. Doesn't sound too complicated or too simple, though I suppose that depends on the model special rules. I feel like I missed a couple of details though; maybe some youtube videos can fill in some blanks.
What do people recommend for transport solutions?
The dice are more complicated than that, because white dice have 3 blank sides, blue dice have 2 blank sides, and red dice have 1 blank side. Beware. The vents are large, but a sharp set of flush-cut clippers and a sharp X-acto will work wonders. The only really bad vent placement I have seen is on the Repair Truck, with the vent coming out of the front bumper. It’s annoying, but not the worst. Wasn’t Defender X’s head on the sprue with his arms? Hmm... I didn’t have a mold line on Terra Khan, so I dunno. A sharp edge and some sandpaper ought to fix it right up! You should be able to magnetize the bases, if you decorate the base instead of going with the see-through base. (I prefer see-through.) I am using foam trays for transport, just like my Warmachine models. I recommend running some very fine grit sandpaper (800 grit or more) gently across the large flat surfaces on the monsters before cleaning and priming. My Gorghadra’s belly turned out to be super-smooth, so much so that the primer didn’t stick well the first time around. Roughing it up just a bit will help keep the primer in place, but 800+ grit is invisible to the eye (as far as I can tell!) so it won’t affect the look. So basically: Gorghadra’s belly, back, and claws, Defender X’s backpack jets, Cthugrosh’s belly, and so forth. Um... something something something?
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