Smash, Countersmash – Brawling Armies

Smash, Countersmash – Brawling Armies

Okay, new week, new debate topic.  This time: “Are Brawl oriented armies a viable option?”

Andrew - Yes

On the surface, this looks like a non-topic.  Of course brawl-oriented armies aren’t going to be viable, just look at the rules!  You’ve got to get next to your target in order to even attempt a brawl attack, not to mention that non-jumping, non-flying brawlers can’t even target flying enemies.  With blast attacks, you can be up to a half a board away to attempt the attack.  If I brawl you, you can hit me right back.  You talk about A-die efficiencies, Andrew, and brawl attacks have got to be some of the most inefficient attacks in the game.  There’s no way you can successfully take the stance that brawl armies are viable!

And yet, here I am, to tell you that you can have a successful, brawl oriented army in Monsterpocalypse.

As usual, I’m not claiming that every faction is going to have a good brawl-heavy option.  Nor am I going to say that you won’t use any blasting in your army.  What I consider a brawl-oriented option is one where the majority of attacks are going to be brawl-based.

First off, what would you call an attack that requires you to not only be adjacent to your opponent, but actually aligned?  That will almost certainly leave your opponent in a position to counter-attack you, and that will do a minimum of 1 point of damage?

Answer: A power attack.

Power attacks share pretty much all of the “drawbacks” of a brawl attack, and even more when you consider the alignment requirement.  Of course, they’ve got a huge upside to them, in that, in certain circumstances, you can do 5 or more damage to an opponent’s form with one attack.  I don’t think anyone here will say that a power attack oriented strategy isn’t viable, will they?

When you boil it down, brawl attacks are really just small power attacks.  They don’t have the same damage ceiling as a power attack, but with the help of a few abilities, they can do a fair share of damage.  Plus, they’re much harder to screen against, as they only require adjacency.

So, let’s take a look at some of those abilities and triggers that can help brawl attacks out.  Offensively, you’ve got the damage boosters, Annihilate, Weapon Master, Crunch, Lightning Attack, Feeding Frenzy, and Overload.  You’ve also got the “mini power attacks”: Toss and Beat Back, which, when used in the right spot, can put a good sized hurtin’ on any monster.  For Health regen, you’ve got Vampirism and Munch.  For Dice economy, you’ve got Energy and Power drain, Siphon, Power Gorge, Energy and Power Cycle, as well as Chain Attack.  You’ve got defense dropping abilities Weaken, Flank, and Penetrator. Many monsters sport more than one of these, and with the use of red abilities (and two space effect range), you can sometimes even pick up an extra one or two from nearby units.

In short, brawl attacks are all about stacking abilities.  It’s not inconcievable to pull together a brawl attack that will do super damage to an opponent at -2 defense.

Of course, there’s the eternal drawback to monster attacks.  You can only do one of them per turn.  Unless…

Yes, that’s right folks, those tiny little champions of terror, the monsters that can’t power attack, MORPHERS!  Morphers are a great foundation for a brawl-based army.  Each of the four metamorphs brings 3-4 abilities to the table, usually with one of them being red.  Each can bring 2 P-dice to an attack, and they can combine attacks.  You can essentially get two monster activations in a single turn.

Let’s take a look at what, in my opinion, are two of the best brawl-oriented Morphers out there: Ancient Osheroth and Vorgax.  Both have Summon, so they can bring along a unit to help out the brawl attack.  Both factions have a unit with Weaken (Cthulabite and Crawler), and both have a unit with the ability to make a monster attack do super damage (Elite Corrupter (Overload) and Chomper (Feeding Frenzy)).  Each of the morpher teams has the ability to drop defense on its own (Flank and Penetrator).

If you can get an opponent within two spaces of the unit with Weaken, you can bring the Ultra form up close to the enemy, drop out of hyper form, summon the other unit, and let fly with a barrage of brawl attacks that do super damage at -2 or -3 defense.  That’s a potent combination, one that will likely score you at least one monster form.  In fact, Ancient Osheroth was used by one player to get to the Masters finals at this year’s GenCon.  If that’s not a ringing endorsement that braw-oriented armies can be viable, I’m not sure what is.

I hope that, after these two articles, and my comments on other blog entries at TeamCovenant, you are starting to take a second look at figures you’d have otherwise set aside.  There’s a beautiful depth to this game, and a wide variety of viable strategies.  Monsterpocalypse Now! promises to bring even more depth and richness to the game.

Steven - No

I get to go second this time! Here I come, Andrew =)

Are Brawl-oriented armies viable? Well, I guess anything is viable, so yes. Are they equal to Blast-oriented armies? No. It’s really that simple, and all it takes is a bit of explanation to understand.

Let me take a second to outline what exactly Andrew said just now.

-> Brawl attacks benefit from buffs and debuffs
-> A few of the Morpher forms have devastating Brawl potential

That doesn’t really tell me much. Blast attacks benefit from the exact same buffs and debuffs, often from the exact same abilities that Andrew mentioned. Weapon Master is found on Blasts, Annihilate affects Blasts, Overload, Energy Drain, Power Drain, Siphon…etc. And yes, some of the morphers do well with Brawl attacks. I hardly consider that ample evidence to come to the conclusion that “you can have a successful, brawl oriented army in Monsterpocalypse”. Brawl-oriented does not simply mean that I have a monster with a brawl attack.

But Andrew did do a good job of outlining some of the problems with Brawl-based forces. And if you’ll notice, those problems were never really addressed. Here’s what it comes down to as far as brawling units are concerned:

-> Brawlers must (98% of the time) move to attack (A-Die deficiency)
-> Brawlers cannot secure buildings and attack
-> Brawlers have a much harder time combining attacks
-> Brawlers attacking a monster allow for an easy stomp
-> Brawlers cannot inherently attack Flying figures
-> Brawlers cannot screen your monster and attack
-> Brawlers are (unbelievably) often slower than Blasters
-> Brawlers have a smaller threat range than Blasters
-> Oil Refinery increases reach by 1, Radar increases reach by 2
-> Bank HQ gives Blast B-Die

So we have a type of unit that has all of these restrictions, all of these hindrances, all of these obstacles that are working against it from the start. There has to be a trade of some kind here. Because of all of the disadvantages of Brawlers, they should have some clear advantages. These are:

-> Brawlers can attack adjacent units
-> …

It’s really incredible. You would expect brawling units to at least have a significantly higher DEF or at least 1 more B-Die on average than blasting units, but if you look across the board, this just isn’t the case. Further, brawling units are actually, as a whole, weaker statistically than blasting units.

Let’s take a second to think about the factions. G.U.A.R.D. has G-Tanks and G-1s with Rocket Choppers as its bread and butter. It’s a blasting faction though, so that makes sense.

What about the Martian Menace? Vanguards, Hunters, Despoilers, etc. Again, we have all blasting units as the staples. Where are the Reapers?

The Shadow Sun Syndicate is a great example of what I am talking about here. They had the quintessential Brawler in S-Types + Zor-Raiden. The S-Type is as good as a Brawler gets, with Flank, Cloak, and Jump, and SSS’ Skyscrapers actually made it viable. Add to that Blue Charge and you’ve got to be saying – unstoppable!

But we all know the sad truth of what happened. The Katana came along. It was over. SSS players quickly figured out that the Katana was superior to the S-Type. With all of the goodies that both bring to the table, the deciding factor was Blast v. Brawl. SSS players started reveling in the ability to stay mid-board and destroy anything that they wanted. They no longer needed Skyscrapers. They no longer needed Flank. They no longer needed Raiden. The inherent superiority of Blasters won out. Maxim was just icing on the cake.

The Terrasaurs have what you would expect to be a decent shot at a brawling army. They’re dinos after all! But look at what you find: Bellowers and Spikodons, with Pteradactix for Tow. Does anyone really run Carnidon and Raptix anymore? If they do, it’s foolish. Again, the usual Terrasaur force consists of Blasters, only using Brawlers for certain abilities (Tow in this case).

Even Cthulian forces are focused on blasting. Every Cthul list that I’ve seen or played against is Spitter-heavy. Then Cthulabites with Multi-Shot. Even Towers of Corruption are Blasters. The only Brawler actually used to Brawl is the Task Master, and that’s because it has a Blast built into its Brawl (Fling). Other than that, you might see an Elite Corrupter for Red Overload. How many Snatchers do you generally see on Cthul lists? I thought so.

That is 5 of the 6 factions, and it’s obvious that those 5 factions are more competitive when they run their Blasters over their Brawlers. Already I can say, without a doubt, that blasting forces are more competitive than their brawling counterparts.

The Planet Eaters are the only faction left, and I’ve written enough about them. They are the only faction to use primarily Brawlers, but it’s because they do not have any decent Blasters. G-1s have a B-Die. Vanguards have a B-Die. Katanas have a B-Die (High Impact). Spitters have a B-Die. Bellowers have a B-Die. Belchers and Scorchers have no such thing. So a lot of PE lists are Brawl heavy – but what do you think would happen if, next set, there is a Blaster with a native B-Die? I’ll give you a hint – it will be the exact same thing that happens to every faction with a solid Blaster.

What seems to have happened with unit design in these first 3 sets is that the Blasters get the range and B-Die, while the Brawlers get the abilities. So I might run an Elite Corruptor to Summon, or a Pteradactix for Tow, or a Chomper for Feeding Frenzy – but these units exist for utility. When it comes to the heart of nearly all competitive forces, you’ll notice that it is composed of Blasters.

I guess it makes sense this way. In the spirit of Kaiju films, you have giant monsters fighting it out and the support is always in the form of gunfire, missiles, and lasers. Rarely do you see a group of ninjas stab Gamera in the toe, or punch Godzilla in the tail. Hell, even the movies tell us that Blasters are superior!

But maybe Brawlers are superior because they can do something that Blasters cannot – stack abilities. Andrew did posit that “brawl attacks are all about stacking abilities.” – but this is nonsense. What does it even mean? It is said over and over and over but I simply do not understand. Do Blasters not benefit from stacking abilities as well? Weaken + Spotter + Logistics + Armor Piercing + Power Gorge + Power Drain + High Impact, etc. Flank only works for brawls, Spotter only works for blasts. Berserk only works for brawls, High Impact only works for blasts. You want to stack abilities for both kinds of attacks. Saying that the real secret to brawling is that you can stack abilities is…ridiculous.

Andrew is right about some monsters being good at brawling, like the aforementioned Osheroth and Vorgax, as well as Mega Dax. But those are monsters. Running one of them hardly makes your army “Brawl-oriented”. What makes an army Brawl-oriented is running Raiden and S-Types, or Mega Dax and Raptix. You do not see these armies in competitive circles.

What it comes down to is this – a competitive army formed from the first 3 sets will be composed of mainly Blasters. There will be Brawlers included, but they serve only as utility. This may well change when Now! hits, but as it is, Brawl-based armies are inferior.

Related posts:

  1. Smash, Countersmash – Brawling Armies [Update]
  2. Smash, Countersmash: On Which Side to Romp
  3. Smash, Countersmash – Unit Damage
  4. Monumental Choices: Logical, Cold, Necessary
  5. Gakura or Sky Sentinel?

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