Day 5 – Collaborating with others – (Cyber Khan/Robo Kondo)
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
Blast Buffing
Maneuverability
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.
No Extinguish.
So what would I consider?
Oh, the epic choice between:
A Grunt Pteradactix
and
A Grunt Spadefin Skimmer
•Pteradactix•
Grunt
- 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.
•Spadefin Skimmer•
Grunt
- 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:
•Fire Engine•
Why?
It’s Fireproof, and has All Terrain. Not bad.
It also has Extinguish and Deflector Shield. I can make my secured Buildings even more annoying to get rid of.
And what about the Nautilus Blaster?
•Nautilus Blaster•
Slow, but with Long Range Armor Piercing.
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)
Day 4AB – Collaboration of the Agenda
Day 6AB – Collaboration of Buildings
All Completed Blogs:






I believe it depends highly on your play style. I like to use an early abuse of Underground Networks to spread Robo Brontox all over the place. Without some sort of move opponent figure ability (Tow, Hoist, or even Telekinesis to limited extent), your opponent could stop that with a unit hanging out on your Skyscraper saying “I’m the Batman” at you every 2.4 seconds, and you can’t really do anything about it.
If you plan to use Underground Networks extensively on any point of your game, I recommend Tow to help protect your ability to use it.
If you do decide to use Tow, but want to keep it mostly defensive, Spadefin Skimmer is a decent choice with its additional Extinguish option.
If you intend more offensive usage of Tow, as in setting up for explosions, 6 move and flight of Pteradactix seems to be a better option.
Think Tow is a mild must. Without it a savvy player will completely negate any explosion/chain reaction attempt. And fighting against something like High Defense Cthul with multishot or equally hard-hitting GUARD with Fling / Radical Explosion/Radial Attacks, your units, as powerful and synergistic as they are, will start falling behind.
Nevermind “killing” a high def unit for 1A (3A if you count the spawn tax & move) by dumping on a fire.
Incidentally I actually went with Tornadus with MNM for the role of Tow. I’d love it if the tow unit could use Underground network, but alas. As such, even the Pteradactix can often reach the target to tow, but I don’t find them able to place the towed unit in the right place for a good chain reaction/explosion. Hoist and the Speed 7 gives a bit more flexibility, and while being a significant investment, and a guaranteed target, does at least also add 2B to the firepower.
That and of course it helps to tow a cloaked someone nearby to fling into another cloaked someone.
Great post. I usually like the Spadefin Skimmer better than the Pteradactix because it has better abilities.
I also like the Fire Truck and have that in my current list. I also have a splashed Fire Kami but haven’t busted that out yet. I’ve found that UCI has a lot of great abilities within the AGN/FAC and as you said, not all abilities are needed to win.