[pp] Monsterpocalypse

@Dark Eldar: die clix spiele sind doch gar net so schlecht hab ich gehört. ist halt auch so für den kleinen spielehunger zwischendurch ^^
ich finde die clixspiele aber alles andere als gut, selbst für zwischendurch. ich habe insgesamt auch 3 stück mal ausprobiert. wie gesagt mir gefallen die regeln dort überhauptnicht.
 
G.U.A.R.D.

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Bilder vom Playtesting

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The Interceptor

While a monster-centric game, Monsterpocalypse’s units play a vital roll as well. Units to gain Power Dice, whether from securing buildings, holding Power Zones, or just destroying other units, and they can cost your opponent Power Dice by holding Negative Zones. Often these activities prove just as profitable as destroying your opponent’s units, so don’t judge a unit solely on its combat potential. With that in mind, I bring you the following unit: the Shadow Sun Syndicate’s “Interceptor”.

What it lacks in punch, it makes up for in Speed!

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In combat terms, the Interceptor doesn’t offer much; its Blast 1 can be useful in combined attacks but not for much else. The Interceptor’s real advantage lies in its Speed 7, the highest among all the units in the first set. In addition, the Interceptor’s Hover ability allows it to move easily over rough terrain. This combination means the Interceptor can spawn and then move super quick to the middle of the battle map and hold valuable Power Zones or help other units secure buildings.

The Interceptor’s high Speed and Hover ability also make it a prime unit for screening your monster. As I mentioned in previous posts, just placing a few units between your monster and your opponent’s monster forces your opponent to address those units or find a way around them. Either way, he has to deal with them, and this can save your monster from some pretty devastating Power Attacks.

The Interceptor also has the Transport ability. This allows it to use an action to place “Shadow Gates” on the map. Slow-moving units, Shadow Gates can, as an action, teleport other friendly units on the map to spaces adjacent to the Shadow Gate. This gives the Shadow Sun Syndicate incredible mobility and makes it easy for them to deny their opponents Power Zones (because the Interceptors and Teleported units beat the other guys to it) or Secure Buildings (because you cannot secure a building with an enemy unit adjacent to the building).

With the ability to Teleport freshly spawned Interceptors to points halfway across the map, and then advance those Interceptors, the Shadow Sun Syndicate not only has real potential for taking and holding Power Zones and securing buildings but also some real harassment potential in denying their opponents those resources as well.