But No, this is the final installation of the MC-Thugrosh blogpost series. That's right, the end is nigh ladies and gentlemen, and you will be so relieved once you've finished reading this post. The same sort of relief you get from passing gall stones.
Both forms keep very little from their Alpha and Ultra forms. The Blackcurrant Overlord Cthugrosh kept Jump and Terrify, while the metallic monstrosity Mechathugrosh kept Halt. Otherwise, their whole basket of tricks has flipped upside down and into something a bit more... offensive.
It has been made a point by some players that Mega Ribena King is better than his Ultra Form by offending much more than his support. His previous attacks were rather standard, and while Fling on the blast made for some great range, there just isn't enough in the way to prevent a Monster from making a Power Attack against you. So why not, remain a Blastard and just give it a kick.
Overload: If target monster’s controller has more than 5 P-Dice, this monster’s attack does super damage.So it's a question of how your opponent wants to fight. Do they want to suffer 2 damage per Blast? Are they able? Do they want to run light on Power Die and spend more Action Die? It's an interesting question for opponents, one that is answered on a player by player basis. Quite a few will suffer the Super damage, but because they can deal more damage at the same time. Always a good reason, in my opinion.
Once again, the great imitating comedians that are Ubercorp International, kept to the same plot as Cthugrosh and made Mechathugrosh a Blastard as well making the Gatling Snout more effective. While UCI couldn't develop an item to measure power (All prototypes explodes at 9000 against the side of someones head) they decided on something a bit more reliable.
Crunch: If this monster’s attack rolled 1 or more super strikes, it does super damage.Much more reliable on Blast Stats of 6*3. While Super Strikes are 1 in 6 chance per die, you're still rolling 9 dice before you add Power-die into the attack. Chances are good, my friend. But one thing that Mr Boomboxes has that Mr Purple Nurple doesn't, is an advantage to his attacks.
Rage: After this figure hits with an attack, gain +1 P-Die.It's as simple as you can get, but Cthugrosh doesn't have that. He can't gain Power Die with every attack he makes. He needs to destroy a unit or a form to do that. Or he can take a hit.
Power Sink: If your opponent rolls 1 or more P-Dice in an attack, gain +1 P-Die.One thing that's a guarantee in this game is that players who like taking multiple activations will use Power Die on their attacks. And with my group, there are a lot of Power Attacks being thrown around. So the Gigantic Gelatine that is Cthugrosh will gain a Power-Die After Power-Die each turn. While it's only 1 die, that one can change the outcome of the game. Give you that one extra space for a Power Attack throw or Smash; maybe give a better guarantee for the blast attack; or just intimidate your opponent into having a hasty unit turn to protect their own monster.
A ctivate copy and paste, and add some UCI ingenuity, and we justify the Red Stripe for Mechathugrosh.
Riled: If this figure is hit, gain +1 P-Die.In my mind, the wonderful mind with yellow bricks roads leading to the underdome that is Cthul's playground, Mechathugrosh is pretty much what I would call the energiser bunny. It just keeps going and going and going without any energy to lose.
That's pretty much all Mega Mechathugrosh (say that 5 times fast) has to offer. The only other thing Mega Cthugrosh has is an insult to injury.
Mire: Enemy units count spaces within 2 spaces of this figure twice when advancing into them.Units couldn't touch him, and units have a hard time getting away from him. While not as effective as Halt, the ability itself didn't exist until series 3. So spare a little liniency.
So ladies an gentlemen, now that I have finished making analogies and comparisons and innuendos about Robots and Tentacles, I bid you adieu and hope you enjoy next weeks post.
Next week: I am the voice of Doom.
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