08 October 2009

Earthworm Jim might be in Trouble



Mollok Berserker
Spd 5
Def 2
Brawl 2*1
Rage
Riled
Berserk (Red)
Jump
Groundbreaker
Spd 6
Def 2
Brawl 2
Pathfinder (Red)
Flank
Burrow


These are two units mentioned in the latest Monsterinsider Blog. It seems that Monsterpocalypse NOW! is going for a All-in-brawl theme for the Uprising. Cool, I say. First thing is first: Use my Oil Refinery. These guys have pretty good Speed stats, so why not kick it up a notch and get them to run faster and reach my nefarious opponents quicker. Maybe even get some taskmasters in on the action. They may not be as maneuverable as the rest of the faction, but Motivator and a good Brawl stat with Fling aren't something to be shunned entirely.

So lets have a look at the Mollok Berserker. First thing that comes to mind is "Power Producer". He gets hit, you gain a Power Die. He hits, you gain two Power Die. He's also a great support for Mollok Squads with his Red Berserk ability. His Brawl stat gives him a good chance of hitting Def 3. Another Berserker in a combined attack increases chances to hitting Def 5 fairly soundly. And the same time, you gain a Power Dice.
The downside? A poor Defence stat. So the Berserker won't be inclined to secure buildings in the middle of the field unless they stand for sacrificial reasons. If a group of Berserkers were lined across the middle of blockwars, it's a win-win situation. If they stay, you're securing buildings and have brawlers available for an assault where you gain Power Dice. If they are destroyed you gain Power Dice for each of them.

So that's a simple run down of the Mollok Berserker. Lets move on to the Groundbreaker.
This Massive Mole has nothing to do with short denim skirts, dodgy pink boob tubes, and a voice that can rot plants with the amount of cussing that appears in each sentence, or even for the darkening lump that turns up on the end of witches noses, but actually has more to do with the adorable little animals that dig underground with their massive and sharp claws to chow down on invertibrates, like worms.
At least, that's what the figure looks like. The fellow shows some rather average stats. A good speed with Burrow gives him the manueverability that Mole People should have, although it doesn't entirely make sense to poke his nose out of the water and say he's fine when he's obviously not wearing any Floaties.
That's unsafe, you know.
But with his maneuverability comes an Action:
Pathfinder—Roll the A-Die used to pay for this action. If you roll 1 or more strikes, crush 1 enemy unit within 2 spaces of this figure. Do not gain a P-Die for crushing it. If you crush a unit with this ability, advance this figure up to 2 spaces even if it has advanced this turn.
The Smarmy bugger dives under the poor sod and sinks him before popping up somewhere else! It's an entertaining thought.
But here's a twist: It is Red. It can be applied to your Fiendish Monster. So a monster steps over at the aggrivating little Carnidon (it's always a Carnidon) and crushes him underfoot before moving on.
Granted, crushing a Carnidon doesn't serve much aside from making a mess on the underside your feet, but it's the notion that the monster is crushing something that is important.
Returning back to the subject at hand, this gives the Groundbreaker more maneuverabilty for when he makes his brawl attack, an attack that isn't particularly exceptional. When paired up, they can take advantage of Flank on their individual attacks, but still lack a little bit of UMPH when fielded with a Berserker and a Groundbreaker Elite (if there is one, I haven't seen any mention yet and I won't be sure until tonight).
So in conclusion, the Groundbreaker is a maneuverable support unit, giving a lowered Defence for all Brawlers. But I'm thinking I prefer a Cthulubite...

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