15 July 2010

I am the voice of Doom.

From days of long ago, from uncharted regions of the universe, comes a legend; the legend of Voltron, Defender of the Universe, a mighty robot, loved by good, feared by evil. As Voltron's legend grew, peace settled across the galaxy. On Planet Earth, a Galaxy Alliance was formed. Together with the good planets of the solar system, they maintained peace throughout the universe, until a new horrible menace threatened the galaxy. Voltron was needed once more. This is the story of the super force of space explorers, specially trained and sent by the Alliance to bring back Voltron, Defender of the Universe!
And now you can play it on your very own table. The pack contains all you need for two players to play on a Voltron Map, brawling over a Super Nova or over a Blazing Comet! It's all fun and games with the Great Protector, Voltron, and his Fiendish Arch Nemesis, Lo-Tron!

Now the Voltron box is not your standard starter set. In the Voltron box, you receive your pre-set figures of 5 u nits and 1 Morpher Monster, a Pentamorpher which I will discuss later, for each side. You get a double sided map specially designed for the Voltron sets. The play area is smaller than the standard Monsterpocalypse map size, but makes up for it by having ability descriptions on each side of the sheet, along with health and dice trackers.

The trackers aren't your traditional Plastic Doohickey with nubs that click across. They are 4 counters you place over rows of numbers set in your side of the Play Mat and you share the set of 24 dice provided in the box.

You play your figures as you normally would for Units and Morphers, but it's a Pentamorpher. One Morpher from each side has the ability Quick, so players who are still used to the Series 3 monsters with 4 morpher figures, there's no worry about it being overly expensive to move your monster around the board. If anything, you can spread out a bit more and have an extra boost to your flanks.
Quick: If this figure is the same FAC as your monster, this figure can advance without spending an A-Die.
Entering your Hyper Form is exactly as it was before. Pick a space where a morpher figure occupied and place a portion of your Hyper Forms base on that space. However, Hypering Down has changed for Pentamophers. The rule for standard morphers is to place the figures within the four spaces the Hyper form occupied. Pentamorphers are different.

You pick a space within the area occupied by your Hyper Form and place one of your five Pentamorphers. The remaining four Pentamorphers are placed anywhere adjacent to that figure. As far as I know, this does not change the rule for standard Morphers.

Aside from those differences, there are no buildings or standard Monsterpocalypse Maps available in the Voltron set, which is easily remedied with buying unit boosters and a Map Pack.
Shameless Plug: Fastbreak has a good stock of Series 1 Map Packs, which contain a large number of maps along with the Government Building, along with unit boosters from all series for sale.
We're ready to form Voltron! Activate interlocks! Dyna-therms connected. Infra-cells up; mega-thrusters are go!
Let's go, Voltron Force!

Next Friday: "So Jealous Right Now"

12 July 2010

The Uprising Wants You

In todays army, we fight with order and synergy. Brothers in arms is more than just a metaphore. It's real. And we fight with a semblance of order in our regiments.

Todays topic is Force Composition. I've seen quite a few different compositions in the past. Some rampant with different units, few sticking to a particular theme. Personally, I stick to faction and vary my units into Groups.
  • Mollok Brutes x3
  • - Elites x2
  • Mollok Berserker x1
  • Mollok Mortar x3
  • - Glass x1
  • - Elite x2
  • Groundbreaker x3
With the release of new units, I have to mix this up. I start with what I have to use, what I have, and then organise them. So I have come up with this.
  • Oppressors x2
  • - Elite x1
  • Mollok Brutes x2
  • - Elite x1
  • Grinder Tank x3
  • - Elite x1
  • - Ral Kurrilik
  • Hazmat Truck
  • Groundbreaker x2
  • Mollok Berserker
So I got rid of the Mollok Mortars. They can't seem to keep up in my opinion so I planted in all of my Grinder Tanks. Now they have a worse attack than the Mollok Mortars. Much worse. The tanks have 3*0 whie the Mortars have 2*1. And I'm all about efficiency. But I'm going to give them a chance. I can see how Ral Kurrilik goes too. He's good for many situations other than just shooting. Red Rage? Game on.

The Oppressors are a nifty choice. I find a bit of excitement out of them actually. Them, the Mollok Berserker and the Hazmat Truck. I reckon that they make for a good combo. Why? Well for an entire 10 action die, you can get off a rather nasty attack.

Spawn a Mollok Berserker, a grunt Oppressor and the Hazmat Truck. You run them all into a target. If you can't get them all on the target, use an action die to Tow the Hazmat Truck up. Then make a combined attack. They all have at least 1 boost die. If the Berserker is adjacent to all, then get another boost die per figure. That's a 3*6 die attack. Sadly, all figures will die from the explosion, but that's still really fun. KABOOM!

Groundbreakers remain to be useful for collecting power points and securing buildings, but I've only had a few cases where he was good for his flank ability. But still plays a good role. And dropping one from my usually array of figures isn't too much of a hassle.

Mollok Brutes stay. The three of them to make a 3*8 attack out of the blue makes me giggle. And being Defence 4 and Speed 5 with Jump makes them pretty reliable to get across the field to mess someone up.

But this is my choice. What compositions do other people come up with and why?

Next Week: You could almost believe it was BP...

08 July 2010

Hit me Mogroth one more time

Okay, I'll begin by saying I'm sorry if I teased people into thinking this was about Mogroth. Frankly, I'm waiting for Quantum Mogroth to see if a completely different alternative to his Ultra and Mega fai– sorry, FORMS – can improve him.

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.

07 July 2010

But like a car crash, you can't just look away

Tuesday night was fun. Rather than the current plan of “Go to Scotts for painting” which we've done the past few weeks, I stayed at Fastbreak. It helped that I got a message from Kel asking if I was going to Fastbreak, and one from Andy asking how long I'll be there for. I almost suspected Bernadette would be bringing in cake for me again, like she did last year.

While I didn't get cake, I did bring in my Voltron Monsterpocalypse set and played a few games with Pekin, Doc, and Kel. W e got a fair few games in between us, swapping monsters over and over again. It was very fun and we tested out both maps as well.
Sidenote: one must remember that some Power Crystals on the Comet Map are on Rough Terrain.
Also: It's really hard to keep out of the way of a supernova.
We organised with Paul for a release event as well. We go to fastbreak, grab box and sit down for shenannigannery. July 16th for those interested!


Last night though, while waiting for jenny to message me, I went onto youtube and looked up the first and second episodes of Voltron. The lion one, not the vehicle one. And boy was it bad. Fair enough, it was like watching Speed Racer where everything was so cheaply done it's not funny, but the voices... oh god the voices.

Sven was really trying too hard to put on an accent. And don't get me started on Pidge. He sounds like he's chocking on a kazoo. They could've gotten a throat cancer patient with cotton wool stuffed in his cheeks to do a better job.

But I watched it until I drifted off to sleep during the last part of the second episode. I enjoyed it though, and a few memories started sparking up in the depths of my mind. It's been so long, all I could remember was Voltron himself. But now I'm slowly remembering more and more. I think. I just remember the funny door to the arena where the Robeast would enter from.

Good times. I'm going to watch more tonight as I paint some figures.

05 July 2010

Voltron in the HIZZOUSE!

Saturday was a giggly day. I play a game called Monsterpocalypse, where you get a monster, a handful of units, and you run rampant in a town as you destroy your opponents monster and units. Buildings are everywhere and you deal more damage as you throw them into buildings!

But Saturday, I got Voltron. Anyone who remembers it will remember the five lions forming into a Giant robot with a sword and a funny hat. That's him, along with his arch nemesis: Lo-Tron, a guy with batwings and a flail (“My wings are a shield of steel”).

Kel and I each got a box each to get some demo games in so we're probably going to have a practise run tonight at Fastbreak.

I'm excited.

Spray and Pray

Tanks, the classic form of artillery. They come in all shapes and uses. Long range, short range, ballistic, lightning arcs, and even AntiAircr-OW! Stop it Scott.

But these have mostly been limited to GUARD, the humanoid faction who have tanks up the whazoo. But with the Subterran Uprising coming forth they bring their own vehicles. And for lack of a better description, they're Tanks. And so we have Todays Highlight: Grinder Tanks.


I wasn't sure what to expect of these guys. There had already been a preview of Ral Kurrilik who has a unique style of play. So that means whatever he does has NOTHING to do with what the others do.

In a previous blog, I mentioned that the only spoilers available about the grinder tanks was that they have the Marker advantage. This is true, and frankly it's a great ability. The number of times it has foiled my plans for domination have been remarkable.
Marker (Advantage): If this figure participated in an attack that missed, reroll the attack roll with dice in play
But that's just the spoiler. There are two abilities that it's missing. Well, actually there's one. Frankly, one of them is Obvious: Burrow. If you have a Moleman and he doesn't have burrow, then he has Jump.

But the last ability on this guy is interesting, there's only one other figure that has it, and I keep getting an AntiAircr-OW! Scott, stop it... tank thrown at my head.
Flak: If target unit has Flight, all monsters and units adjacent to it with Flight and a DEF equal to or less than the number of strikes rolled take 1 damage.
Wow, that's... Terrible. So your target needs flight. Right, fair enough. Your target needs to have other flying units around it to be effective! Yeah... That's... That''s pretty limited to a few themed armies. Like Sky Sentinel. And... Martian Menace! And... I dunno. Seriously, there are few situations where it can take advantage of a situation. The only figure that has Flak is the AntiAircr-OW! Scott, stop it - and it has Anti-Air.
Anti-Air: If this figure participates in an attack against a figure with Flight , this figure gains +1 brawl and blast B-Dice.
The AA-Tank (OW!) lucks out at relatively poor manoeuvrability and poor blast and brawl attacks. Having 1*0 on both their attacks, the Grinder Tank gets to play around with up to 3 Action-die on either of their attacks. And they get to re-roll it. This is useful anywhere, whereas Anti-Air can only be used on the short range Blast he has. It works on his brawl, however, he can't target flying units with his brawl.

Now I see what they were aiming for. You have an AA Battery firing many MANY bullets into the sky to try and hit something and if they're cluttered together, well then the saying "Spray and Pray" is true to its word.

And with the presence of Ral-Kurrilik (Ï'm getting really good at remembering how to type his name) you can get more benefits out of it. Red Rage on him gives them that little bonus to the resolution of their attacks.
Rage: After this figure hits with an attack, gain +1 P-Die.
So you get a 3 A-die attack with a basic Grinder Tank, with a Re-Roll and extra Power Die when you hit? Game on. I'll be testing the fella out over the next few weeks so keep your hats on kids!

Next week: The Uprising Wants You

01 July 2010

A Carnidon walks into a bar...

...and the Bartender says "You're the worst Bruce Campbell Impersonator I've ever met."

The Carnidon is a poor victim of punishment. He gets the short straw every time there's an example he could be involved in, whether it's being crushed, flung, run over or abducted, he's always there to lend a helping hand because there's nothing else he can really do.

But why? What's wrong with the Carnidon? Why does such a prestigious blog like "I Hate Mogroth" (I'm snickering as I write this) like to pick on the Carnidon?

Well frankly, it's because he's useless anywhere else. Lets have a look at his stats.
  • Speed 4
  • Defence 3
  • Brawl 2*1
So he's a bit slow, ironic for a stat called 'Speed'. He has an average unit Defence, and his Brawl is pretty good too, they can really dig into a good brawl if they want. No blast stat, which makes sense since he's no Godzilla. So he's a Brawler. Now lets look at his abilities and see what he has to offer.



Okay then. So he has no manoeuvrability, which makes getting him across the board that much harder. He doesn't have anything special when he attacks, so he has to rely on brute force. And he doesn't really disrupt anything, except maybe cluttering up the field.

There are other alternatives, like the Raptix.
  • Speed 6
  • Defence 2
  • Brawl 2*0
  • Jump
  • Anti-air
  • Flank
The Raptix was introduced the same time as the Carnidon. And frankly, he was a preferable option over the Carnidon. Jump to manoeuvre and attack flying units; anti-air to take advantage of flying units; Flank to support friendly units and help with their own attack.

Nobody really fielded a Carnidon unless they had to. And the only reason you'd field a Carnidon is to secure buildings. They have a reasonable defence, and with the added bonus of cover, it's not a bad option. And if anyone attacks, they can hustle and because they have a decent brawl, all they have to worry about is whether or not the target is flying.

But we here at I Hate Mogroth believe that everyone has at least 1 second job. Unfortunately it's regularly ridicule. But the Carnidon is better than Ridicule. It doesn't get its feelings hurt by someone saying "Oh that unit is crap". No, he gets physically hurt for the sake of example! He's the plastic army man in the little kids sandpit who goes on wonderful adventures where he dies over and over again. The Carnidon is happy to take the job. Recognition in a way nobody else can get? That sounds fantastic!

We don't hate the Carnidon. He's our favourite and he can only get better. And if there are more interesting situations that we can subject him to, then I can't wait.

Next Week: Hit me Mogroth One More Time