Monumental Choices: Playing YOUR Monster

Monumental Choices: Playing YOUR Monster

It’s about time for an article, eh? I know that everyone, like myself, is busy with the holidays, but I feel compelled to write. I feel like I’ve had a breakthrough. And with that, I pose the question:

Are you sure that you’re really playing YOUR monster?

I certainly wasn’t. In fact, as I look back on all of the monsters that I’ve played consistently, I’m fairly sure that with most of them I failed miserably.

See, it sounds simple – every monster is suited best for a particular strategy. Every one, every single one, is optimized to implement a specific gameplan. Whether this optimization is consciously done during the R&D process or not is irrelevant – a plan is inherently present in every single monster. Our job as players is to FIND it.

Let me explain. I’ve been playing Vorgax heavily for the past month, and over said month I have watched my playstyle evolve dramatically. At this point, I finally feel like I’ve found it. I feel like I’m playing Vorgax in nearly the best way that he can be played. I say “nearly” because, of course, I can improve MY play, but as far as Vorgax’s style, I believe I’m close to getting it right. What’s my proof?

I’ve started consistently winning.

And that’s really what this is all about, isn’t it? Winning is enjoyable. If it weren’t the case that people were trying to win, Monpoc wouldn’t be much of a game, would it? That’s not to say that one need be “roided out” about wins and losses, but simply that winning is an objective, and that in order to accomplish this objective, it’s best we learn how to play our monsters.

So, where to start? How do we get the feel of our monster? We must have a completely open mind. We must not put up parameters or box in particular monsters. We must wipe away any previous beliefs about what a monster is supposed to do. And then, we must evaluate and experiment!

Evaluate

Every monster’s set of abilities tells a story. The most effective way to transmit the style of a monster is through this set. Some monsters have Brawl triggers. Some have Blast triggers. Some have Blue abilities. Some have Red abilities. Some have Actions. Some have debuffs. When you combine all of the abilities that a monster has, it’s like constructing a detailed outline of that monster’s story. You can begin to get a feel for areas in which that monster excels.

Take Drillcon for instance.

Ability: Multi-shot (Brawl)
Ability: Burrow
Ability: Dig-in (Blue)
Ability: Riled

His Multi-shot means that he’ll be good at destroying units while still damaging an enemy monster or building. Blue Dig-In means that his army might excel at holding objective spaces. And his Riled means that he gains an advantage from taking damage. When we put this together, we begin to see a story:

Multi-shot allows for effective powerbase disruption. But, the downside of disrupting an opponent’s powerbase is that you tend to take early damage. What do we find? Riled. Add in Dig-in for Objective Spaces and we have a rough template for the way in which Drillcon might best be piloted.

Every monster has this kind of outline. The problem is that it often conflicts with a player’s natural tendencies. For instance, some of us, in every single game that we play, prefer defense. We build ion cannons instead of zealots (if you don’t understand this reference, for shame), and prefer to turtle. Some of us prefer offense. We love to rush in before the opponent can do anything, to put it all on the line as quickly as possible. Some of us prefer to be tricky and elusive, to cause confusion and force our opponent into bad situations. Some of us prefer a battle of attrition in which our effective management of resources slowly dwindles our opponent to a halt. These tendencies have been around for a long time, and are very deep. If we choose to play a monster whose style is not in-line with our natural tendencies, we either abandon those tendencies or become an ineffective pilot.

Think about every game that you’ve really delved into. Did you choose the barbarian or the rogue? The blaster cannon or the force field? The wall or the soldier? In each game you’ll find that there is a tendency. It is important to notice that tendency, and then to look at the abilities of your monster and construct an outline. Does the outline match your preferred style of play? If not, either switch monsters or be ready to embrace a playstyle that may be uncomfortable to you at first.

Experiment

With your outline constructed, you must experiment. Test, test, test! If the outline seems to say “I should be on the offense, killing lots of units,” then do it! Be reckless. Just try it, even if it is unfamiliar. If the outline says, “I should stay back and let my units do the work,” then for God’s sake stay back! Stay away! When the opponent gets close run to the opposite side of the map! Push all of your A-Die to your unit pool! If the outline says, “I should be leveling the city so that I have an advantage late game,” then do not leave a single building standing. Take 4 damage in the process. Lose a form in the process. It doesn’t matter during testing. Take what you believe your outline to be and push it to the limit.

It may seem crazy or stupid at first, but I’ve found, as I hope you do, that sometimes it…actually works. I’ve found myself sitting with my mouth open at the end of a game, completely surprised that a certain playstyle actually worked. Who would’ve thought that plunging right into the heart of the enemy base would lead to such an overwhelming victory? Who knew that I could win a game without ever leaving the back row of my base? These kinds of revelations are what really drive our abilities to the next level, and they stem from experimentation.

Again, take Drillcon. I have never piloted Drillcon, but just from looking at his abilities I have an idea of how best to use him. Now I must experiment with that idea. My first game I will get as many units on negative zones as possible, run Drillcon into my opponent’s base on my first turn, and Brawl/Multi-Shot until one of us dies. If that works, I’ll start to refine it. If it doesn’t work, I’ll look at WHY. Maybe I succeeded in destroying my opponent’s powerbase, but he or she had 3 power zones in the distance that were allowing effective powerups. Next game, then, I’ll attempt to block those power zones, or set myself up so that I can effectively remove opposing units from them. If that works, I’ll start to refine it. If it doesn’t work, it’s back to the outline.

Now, something working doesn’t necessarily mean that you win the game. It could be that you effectively denied your opponent a powerbase, but that they were playing Martians with 3 power pods and didn’t need a powerbase. Even if you lost, it still worked. And once something works, you can build on it and start to construct variations based on specific matchups. The important thing is that the outline works – then you can begin to fill in the rest.

Conclusion

It’s hard to transmit exactly what I am trying to say, but I think that’s because it seems so simple. Each of these monsters has a set of strengths. When we play to these strengths, we do well, and when we do not play to these strengths, we lose. If I am playing Sky Sentinel and I rampage through my opponent’s powerbase first turn, I’m not playing Sky Sentinel. I am not playing to the strengths of my monster. If I’m playing King Kondo and I sit in my base waiting for my opponent to come after me, I’m not playing King Kondo. King Kondo’s abilities do not scream “SIT AROUND AND WAIT”. That is not Kondo’s outline. Look at the abilities, construct an outline, and test its extremes.

Then don’t be surprised when you start winning.

Related posts:

  1. Monumental Choices: Logical, Cold, Necessary
  2. Monumental Choices: Aquosia on the Battlefield
  3. Monumental Choices: GenCon Hangover
  4. Monumental Choices: Morphers, the Planet Eaters Revisited
  5. Monumental Choices: First Thoughts on Aquosia

About the Author

Steven is a philosopher, spiritual guru, and avid gamer currently residing in the wonderful metropolis of Oklahoma. He helped start Covenant TCG a few years ago and has been doing a lot of the photoshop/design work ever since. If he's not building a debris hut in the wilderness he's behind a computer screen striving to make Covenant a little bit better each day!