16 November 2009

Pronunciation Fail

Grindix-Birvikaan and Drillcon-Vorionnik, or as I want to call them: Slug Butt and Drill Nose. These monsters not only confound the enemy with a series of diphthongs, but also with a playstyle that certainly makes one thing twice about their actions.
They both play similarly by being primarily brawlers, but still able to make a good power attack when it's needed.

Drillnose... I mean Drillcon-Vorionnik... runs around with a pair of Laser Drills (True story) that not only take out what's in front of him, but also take out two units in the mean time. A great source of Power Dice is taking out a Mount Terra and two Carnidons, who are always victims to my examples forevermore, for a total of 7 Power Dice! When not tearing up the town, he hunts down his targets by taking advantage of his Burrow Ability, dodging anything and everything in his way. Except Mt Terra, Arcia Outposts, Privateer Press HQ's and Sun Drones.
Can Someone explain how a Sundrone, a hovering computer array that connects to a building to take power and relay it to a sattellite array and empower the ninjas below, stops a 60-something thousand tonne monster from burrowing underneath it?
In his spare time, Drillnose supports his army and himself with the abilities Riled and Global (Blue) Dig In.
Riled—If this figure is hit, gain +1 P-Die.
Dig In—If this figure is holding a power zone or negative zone, it gains cover.
Dig In may not seem very special. Cover? +1 Defence from Blast attacks to my units if I'm standing on the right spot? Not fantastic at all. But if you think for a moment... Mollok Brutes run fast and have a high base Defence. They don't quite have the range of a spitter, but it's not their fault. But with a High Defence, becoming even higher when being shot at, it makes for a tough target to remove before they make you "Kiss the Popes Hand". As an added benefit, they can get you power dice when it comes to your monster turn.

Riled? Well, if your opponent goes on the offensive, you gain a power die. Or effectively negate any power die draining abilities your opponent has.

So Alpha Drillnose is an impressive Power Die Generator. Ultra Drillnose becomes a little more offensive. Ultra Drillnose keeps all of his abilities except for Riled. To replace it is Weapon Master on his Brawl Attacks and a new Ability made Global:
Fortified—If you are securing this building, allied units within 2 spaces of it gain +1 brawl B-Die.
Yes, that's right ladies and gentlemen. This can affect 2 different buildings: The Tower of Corruption, a building that can only be fielded in a two monster game with a Lords of Cthul Monster; and the rumoured "Black Out Factory", the Subterran Uprising Installation. The only problems? Nobody secures the Tower of Corruption, and the Black Out Factory isn't available for another... 8 Months? So there is very minimal effect in the game so far. A better one would be it's predecessor...
Fortify—If this figure is holding an objective space, AGN figures within 2 spaces of it gain +1 brawl B-Die.
... and would also match quite nicely with Dig In, like the perfect punching gloves to go with everyone's face plates... It's difficult to make a modified metaphor of "Shoes to go with the Dress".

With so few changes to Drillnose, his Hyper Stat of 3 is justified. He can spend the 3 Power die to run up and punch someone before flexing back down. It's just a matter of punching him.

Later: Slugbutt in all his Glory.

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