27 September 2009

Teenage Mutant Tentacle Monster

Ulgoth, the Pustulent Terror, reigns high in danger when it comes to taking out opponents. With his Acne ridden angst being flung around town like confetti at a parade, other monsters have a difficult time understanding him and dealing with the problems he causes.

His stat line is a bit average. A Speed of Five allows him to plod along like a sunday driver, and he accentuates his desire to be the target of abuse by having a matching Defence. But he takes the abuse on the chin, standing strong with a health of Six, and refusing to be tossed aside like a used up tissue with his special ability, "Massive".
Massive is an enormous ability to deny. With the difficulty in generating a Smash Power Attack, Throw comes in as the next best thing. With having this denied to his opponents, he won't be landing very far away from his opponent.
In which case, his opponent either leaves to make a blast attack, or conducts a brawl or other power attack, such as Body Slam or Headbutt.
The latter three are bad choices, as with being a tender child he is quite "Volatile" and his Acne will be more of a danger to you than a dangerous Fungus.
Volatile: If this figure is hit, adjacent units are crushed and adjacent buildings and monsters take 1 damage. If this figure is a unit, crush it.
Monsters that show proficiency in Brawl or Power Attacks will have a difficult time against him as they are being forced into using their Blast Attack or, if no Blast is present, their Units.
This comes down to Blasting units. Insofar, Blast units have the greatest benefits. Bank HQ, easy access to Defence Lowering effects (Spotter, Weaken, Sniper, Armour Piercing). Which leaves one ability near useless on Ulgoth: Mire.
Mire: Enemy units count spaces within 2 spaces of this figure twice when advancing into them.
The area around Ulgoth is Rough Terrain, for an easy way to explain it. No, Mire and Rough Terrain do not Stack. However, Mire does apply to Maneuverable units. I.e. Flight, Jump, Hover, Burrow. There is a use to Mire, other than slowing Brawl units into coming next to him, however I will get around to that on Ultra Ulgoth, the figure that ran through my washing machine and came out cleaner for it.
In my experience, Mire has come to play a few times by denying movement of a unit to their Elite counterpart, or preventing a Rocket Chopper from getting close enough for Spotter to come into account, but that has been about all.

Screening is a Legitimate Strategy. Preventing that potentially dangerous smash by placing a unit in front of you. With Blast units aplenty in an opposing force, Ulgoth offers some support in the form of Red "Force Field".
Force Field: This unit gains +1 Def against Blast attacks.
The Highest Defence unit so far is 4, currently on the Cthulubite and the Taskmaster. The Taskmaster can reach a Defence of 6 if you account Cover.
Ulgoth is a Defence of 5. He is not going to get a higher Defence stat. It can only go down.
So surrounding units with Ulgoth is a bad idea, as it makes Ulgoth a more "Profitable" target, gaining Power Die from Volatile. So as a note, if screening is your plan then make sure you have your unit at least one space away unless it is really really necessary.

With his reactions and defences explained, it leaves the question of his Offensive capability.

It's nothing special.
His Blast stat reminds me of a nerds ability to shatter windows with the popping of pimples. With a bit of aiming, he can take out birds if he wanted. He has long range, and a blast of 6*0 so if need be he could take something out as a last resort by throwing Power Die into the attack.
But he is more into his Brawl and Power attacks. With Matching stats of 6*2, he fares reasonably well in the field and can hit the broad side of the barn. With the turn of the series, he brought out what was, for the time, a signature ability:
Radial Attack: if target figure is hi, other monsters and units adjacent to this attacking figure with a DEF equal or less than the number of strikes rolled take 1 damage.
By throwing a tanty in the middle of a city, he can annihilate groups of units on his own terms. But be warned that your own units are in just as much danger and you won't gain a profit out of it (Players do not gain Power Dice for destroying their own units).
Against multiple monsters, and even morphers, Ulgoth stands as a dangerous threat. Especially when you see the tears welling up in his eyes and his tentacles all a quiver.

With every Dr Jeckle, there is a Mr Hyde. And Ultra Ulgoth is a terrifying alternative to his whingy little pimple popping prom kid. This sadistic fellow sports his signature abilities, Radial Attack, Massive and Volitile, and improves upon the rest.
To start, Mire becomes a global ability. With your units suddenly creating a forboding aura around them, you can disrupt your opponents unit turns much more easily by throwing your speedy units (Cthulubites and Squix) into your opponents deployment zones and prevent them from moving into better positions closer to your monster, or to Power/Negative zones.

But where he truely becomes a danger to the field is with Annihilate.
Annihilate: This monster's attacks do super damage.
There are currently 3 monsters that ignore Super Damage. Mega Mothership Ares, Laser Knight and Mega Laser Knight. So everyone else is in a little bit of strife.
With all of his attacks boosted to 8*3 for his Power and Brawl attacks, and 8*0 for his Blast, he will wade in on your opponent and flail about like the infamous Kraken against any poor sod sailing through the Bermuda Triangle, sinking them to the bottom of the ocean for everyone to remember months later saying "Whatever happened to that lot?"
Along with his attacks, his other stats improved. A Speed of 6 helps him hunt down his prey, and a matching Defence to parry the returning attacks since his health has degenerated to a humble 5.

With these vulnerabilities and advantages given to him, the Lords looked down on him and pondered to themselves "Let us make his Hyper Appropriate to him."
So they gave him a Hypercost of 3.

3 Power Die is cheap. Dirt cheap. Anyone who uses this Hypercost is dirty because of all the dirt that is associated with the Hypercost of 3 (Except mine, mine has been through the washing machine).
But that is how he is played. In the first turns of charging across the field towards the opponent, Ulgoth will jump into his Hyper mode to deal his attacks and quickly dash down into his Alpha to take on the blows. With a high health in the alpha form, a player can repeat this for 2-3 turns with little repercussion. Losing health while performing your own attack is not exactly an ideal way to spend your own turn, especially since most monsters don't have enough health to survive it in the long term.
But an Ulgoth player must note that throwing or smashing your opponent is not a good idea unless it is a guaranteed form destroyed. As mentioned, Massive is an enormous denial ability. The order of operations make Volatile trigger after the Power Attack is done, so if Ulgoth is smashed, whatever is surrounding Ulgoth at the end of the move is destroyed and your opponent suffers nothing from it. They may even gain from it, as buildings and units destroyed from Volatile give them Power Die.
So having to force them into Body Slams and Headbutts is the best way to put them under your control. Ram I find in my experience is a Power Attack rarely used, but still leaves your opponent on the point of dealing less damage to you.

So what are Ulgoths bad matchups?
Monsters with "Hit and Run", "Toss" and "Beatback". Because they are all Triggers, they are made before the Volatile reaction. Control over the other is still under debate when facing these monsters but if played as above, any danger of Power Attack Throws are still denied and damage output is still a serious consideration.
Hit and Run mostly comes under the Shadow Sun Syndicate monsters and all have a very average health of 10 (Alpha 5/Hyper 5).
Beatback is all over the joint and is messing things up like the teenage angst of Ulgoth. Funny enough, Mega Ulgoth has Beatback. I'll speak on him another time.
Any experience against a Beatback monster should be applied as it was before, carefully planning where you end and hoping retaliation will come with a lack of umph.
I have heard word that some beatback monsters will use it to throw enemy monsters into the Beatback monster themselves. This is far from a good idea with Ulgoth. Not only will they suffer collision damage, but Volatile will kick in as well dealing another point of damage.
Committing suicide has never been easier.
Toss is as much a danger as a Brawling Beatback monster, although with less suicide. There is further distance and you can't toss a monster into yourself, so be warned that Legionnaire may occasionally toss Ulgoth onto the other side of a building so that Ulgoth is forced to Brawl the said building, or simply rampage through it.

With little more to promote Ulgoth as a Monster of Monsters, I take my leave for you to ponder how to execute your opponents by not using Zit cream when the time comes.

2 comments:

  1. Hey thanks, that was quick. He defenitely seems like an interesting monster. Fairly tricky to use for me though, almost everyone here favours fast, mobile blasters.

    Still, any monster that cool deserves to be used.

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  2. You're welcome. You caught me in a Spur of the moment and kept going until about 2 am.

    I imagine you're fighting a lot of Sky Sentinels and Rogzors?
    Against Rogzor, you're best off trapping him in a corner, or around hazards. I've done that against Phobos-7, leaving him stuck between two fire hazards and Ulgoth during his unit phase, and Ulgoth prepared for a double activation.
    Sky Sentinel is difficult because of his High Defence and Flight. Because Ulgoth has Long range, take advantage of that with Radar and shoot him when possible. Use your Power Dice because frankly, you're not going to get many power attacks against him. Jump in and out of your hyper form and after about 6 monster turns he'll be regretting his nefarious ways.

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