By cottondonkey– January 11, 2013
Unfortunately, things started getting busy again. Always seems to happen when I think I have time on my hands.
I must be cursed.
Anyways, It just means things are going to be posted a little slower then usual. Along with the current craziness that is happening, it would be a shame not to complete these. In fact, I`m going to make sure they are completed, and posted.
Once again, this blog will collaborate my decision on Units for the Cyber Khan and Robo Kondo Forces I am writing about.
Splashing. I’m not into splashing but I’m not against it either.
I prefer to delve into my chosen Agenda first, and if I feel I really need something, I would Splash.
But I’ve never felt that need yet.
Not to say that my forces do not lack something that I could benefit from.
First let’s ask this:
Are my in Agenda Units able to amplify my strengths?
Yes. Very much so. In fact, it’s almost ridiculous. I really like the synergy.
What are they?
(The main ones are:)
Power Die production
With a little bit of other stuff in the mix.
What are my weaknesses?
Debuffs aren’t big in my forces.
They totally lack Tow, Hoist or Telekinesis.
So what would I consider?
Oh, the epic choice between:
A Grunt Pteradactix
A Grunt Spadefin Skimmer
- The Pteradactix has Flight and Tow. Great maneuverability, and descreening or setting up for something like Explosion.
- A little better at getting to places then the Spadefin.
- The Spadefin on, the other hand, has Hover, Tow and Extinguish.
- It’s still maneuverable. And has both Actions I’m lacking, to rid myself of pesky Hazards (like the Hellfont) and descreening and the crowd control setup.
Why the Grunts? I don’t want to pay 3 to spawn, and I don’t want to have to rely on Discount or R&D. The Building choices I have chosen do not have these abilities, and I don’t want to choose a building to take up a slot just to have an easier time to bring out one unit.
I also like:
Really, I don’t need that one shot Debuff of the Nauty. It’s great in my Invader army but not this one.
Tow is a praised Ability. And it’s not to be underestimated.
But I don’t feel it’s necessary to win with. And just don’t have the room in my tight knit forces.
The Fire Engine, I’ve actually included, and may dabble again. But not at this point. I really like the extra protection it can bring to a building or two, that I’m securing.
I’m good with what I’ve got.
And really, my game isn’t bad for not having Units in it that some players consider a necessity to be competitive.
Once again though, I focused on these units, (especially Spadefin or Pteradactix), because most players will tend to want one. Tow can set up a good clump of Units for an Explosion Blast attack, remove an annoying unit etc. Extinguish can get rid of those nasty Hellfonts (until the Cthul player Ignites it with their splashed Fire Kami.) For Competition, it is recommended that these units are added. But I play a pretty mean game without them. Or I did, until my hiatus. I just found, without these abilities, I didn’t have to sit there and think about what I was going to do. Because I already knew what I could do, and what I couldn’t.
To Sum up:
Ultra Cyber Khan/Ultra Robo Kondo
- no splashed units
Mega Robo Kondo
- no splashed units
Next time, I talk about the Buildings!
Here are the Links to the previous and next Blogs:
(Both 2 Monster and Single Monster)
All Completed Blogs: