Gakura or Sky Sentinel?

Gakura or Sky Sentinel?

So, it was relatively easy to construct what I felt was a competitive army for $30 a month in a matter of 4-5 months. So where does Monsterpocalypse on a budget go from here? Well I’m not done seeing if players can play this game on the cheap.

Of course I’m going to be upgrading my Sky Sentinel army (at least I hope) once Monsterpocalypse Now releases, but I also want to see just how cheap players can play starting with the new set. That being said, instead of playing with a certain ‘budget’ per month I am just going to try to play cheap.

So in the mean time (before Now releases), I’m going to go ahead and start talking about the monster I am likely to pick up (Gakura) compared to my Sky Sentinel build. Although we don’t have all the information on the Empire of the Apes units, I would like to do a side by side comparison of Sky Sentinel and Gakura. I’m also going to do some general theory and strategy that can be done with both.

So let’s start by comparing the alpha forms of both monsters.

Sky Sentinel
Faction: G.U.A.R.D.
Agenda: Protectors
Energy Type: Mechanical
Speed: 7
Defense: 7
Brawl: 6*1
Blast: 6*2
Blast Range: Long
Power: 5*1
Health:5
Ability: Flight
Ability: Ground Control (Blue)
Ability: Wing Leader (Blue)
Ability: Anti-Air
Ability: Radar (Red)

GakuraGakura
Speed 6
Defense 6
Brawl 6*3
Power 6*2
Health 6
Abilities:
Blitz (Brawl)
Demolish (Brawl) (Choose 1 figure adjacent to the target building. That figure takes 1 damage.)
Berserk (Berserk)
Jump
Super Stomp

Stat by Stat, Sky Sentinel is obviously a much different monster than Gakura. After playing Sky Sentinel a few hundred times, I have come to realize that winning with Sky Sentinel has very little to do with Sky Sentinel himself. It has more to do with him allowing your units to become little monsters. Then if they decide to come at you, you make them pay by going to Ultra Sky Sentinel and blasting away.

Now let’s look at alpha Gakura for a moment. He’s a little slower, with only 6 speed. His defense is a little lower, at 6. But his attacks are superior. Although he doesn’t have a blast attack, he has 3 boost on his brawl and 2 on his power attack, where Sky Sentinel only had 1 on his brawl, 2 for blast, and 1 for power. He has also been blessed with an additional health, which somewhat (although not completely), makes up for the one less defense.

Now in step the abilities. While I am used to fielding a monster who grants a ton of abilities to his units, Gakura only has one such ability but it’s not so different to ole Sky Sentinel’s, Berserk. I love the fact that all of my units (I’m guessing most of the mini apes) will be brawlers and are now going to get +1 brawl b die. This makes each of them much better.

He also has jump. Without this I would have passed on this sexy miniature. If a monster doesn’t have jump or flight, I just don’t see myself using it. Super stomp made it’s way on to this monsters base, which is quite pleasing to me. This means instead of my units securing buildings I can just field annoying buildings and send my units to be even more annoying. Then when I do need power dice I can just stomp my way to 10 dice. This is similar to Sky Sentinel, in the fact that my units don’t normally need to supply constant power dice.

Now we get to the juicy stuff. I’m not used to a monster with BIG abilities. And that is just what Blitz is. Before I started looking at Gakura, I actually didn’t even know what this ability did. (I know… Shame on me). Anyways, for those of you who don’t know, this is a brawl trigger. When I make a successful brawl, I can move two spaces and then make another brawl attack. This is perfect for four things:

1. Getting past a 1 unit screen
2. Getting past a building screen
3. Moving next to an enemy monster, attacking, and then moving two steps further to prevent a power attack
4. Getting away from the other monster by moving and stepping, brawling a building or unit, moving two, and then brawling another unit or building

Now, this last ability (which is new to the set) makes Blitz just the nutz. Demolish. The ability grants me the capability to do 1 damage to a figure adjacent to a building that I successfully brawl. Think about this! I can brawl a building, gain the power die, move two to become next to your monster (or another building) and then make another brawl attack. Absolutely phenomenal.

Ultra Sky Sentinel
Faction: G.U.A.R.D.
Agenda: Protectors
Energy Type: Mechanical
Speed: 7
Defense: 7
Brawl: 6*2
Blast: 7*3
Blast Range: Long
Power: 5*2
Health: 5
Hyper Cost: 4
Ability: Flight
Ability: Ground Control (Blue)
Ability: Wing Leader (Blue)
Ability: Lightning Attack
Ability: Radar (Red)
Ability: Low Flyer (Blue)

Ultra Gakura
Speed 6
Defense 6
Brawl 8*4
Power 7*3
Health 6
Hyper 4
Abilities:
Energy Drain (Brawl)
Lightning Attack (Brawl)
Power Drain (Brawl)
Blue Berserk
Jump

Ultra Sky Sentinel is really just a more impressive version of his alpha form. His attacks get marginally better, he gets lightning attack, and his units get low flyer (they can have cover). Because he doesn’t normally have a massive power base and his hyper cost is 4, it’s not really that effective to flex. Overall he is a mean monster to deal with though.

Let’s take a look at Ultra Gakura. He is similar to Sky Sentinel in that I don’t think (notice I use think here only because we don’t have the unit info yet) he won’t have too much of a power base. He keeps Jump and Blue Berserk which are his two staple abilities.

His attacks also get a major beefing. His brawl is rolling with 4 b-die and his power attack is rocking out to 3 b-die.

He replaces his other abilities with Energy Drain, Power Drain, and Lightning attack (all brawl triggers). This is absolutely fantastic for mid to late game play. When you make a successful brawl, your opponent loses a power die and an a-die from their monster pool. Because of lightning attack, your opponent should be losing 2 a-die and 2 p-die every time your monster gets to theirs.

If I can get Gakura to your monster on a turn when you are stuck without a-die or have two or less a-die, you will be in a fantastic bind. Basically, I can easily take two monster activations with no repercussions. I can attack with 2 a-die, 4 b-die, and 3 p-die to successfully hit a 6-7 defense monster most of the time.

This really helps to stop monsters that take successive monster turns due to shuffle, fission, etc. (Zor-Magna). If they go down to two you can stop their plans in their tracks.

I would take the time to compare the Mega forms (both to each other and to the Ultra forms), but I really just don’t think either of them are nearly as good as their ultra forms. Others might disagree (especially with Mega Sky Sentinel), but I honestly just prefer the Ultra’s on both.

Next time I’ll be delving into current unit and building selections from older sets. Once again this is going to be strongly theory-crafted. I can’t say what the new units and buildings will bring, so any of this could change. But based on the information I do have, I’ll do my best to construct a solid strategy.

Until next time…

Related posts:

  1. All Three Gakura Forms
  2. Monsterpocalypse Now! Preview: Stealth Ape
  3. Monsterpocalypse on a Budget: Gakura v Mantacon
  4. Are 5 Defense Monsters Unplayable?
  5. Day 2: Know Thy Monster

About the Author

Zach is a long time gamer who has been writing and playing games competitively since 2003. In 2007 he founded Team Covenant and has since been joined by several awesome individuals who have helped in the pursuit of the ultimate mission of Covenant: gaming reborn.