What if Terra Kahn had Jump
By Diggity– February 28, 2013
So the great lamentation has gone on for years now about how Terra Kahn, arguably the flagship monster of the Monsterpocalypse line, well, stinks. In all the rankings here on Team Covenant, including the famous Top Teir Roundup have always listed good ol TK as the lowest of the low.
(http://teamcovenant.com/gearbox/2011/02/21/top-tier-roundup/)
Then we had the famous He said:He Said “Make or Break Terra Kahn”, where a whole plethora of ideas were discussed, from upping defense, or health, or giving different combinations of new abilities to bring Terra Kahn back into line with his opponents.
http://teamcovenant.com/blog/2011/03/08/he-said-he-said-terra-khan/
I have a simple thought. Kahn’s (pronounced Kaaaaaaaaahn!!!!!!) greatest flaw is his mobility. If we were to just add Jump onto his ablity list (all 3 forms), his low defence, his lack of synergy between his alpha and ultra would not be AS bad. I dont think that it would bring him up to the level of a Mega Zor Maxim or Ultra Sky Sentinel, but I think it would bring him up to a mid-teir level where he would have a good chance in the hands of a good player.
If there is anyone out there left…. Discuss.

Terra Khan needs 6s instead of 5s — give alpha TK 6 health, give ultra TK 6 defense. If you wanted to add JUMP to that, it wouldn’t kill him or make him too strong. JUMP by itself won’t do it. As for Mega… CRUNCH(power) or something is needed so he can deal more than 1 damage.
Thanks Theorist. I agree that to get TK Up to a top tier (1) level, you would have to do more. I think though just by adding Jump you take away is largest weakness (movement), but still leave his secondary weaknesses (5s instead of 6s) and move him up to the middle of the pack.
You could say the same for nearly every pedestrian monster.
Giving them all jump would take away too much of the things that makes monsters different. I think instead, taking away the ability of units to block a monster’s movement, regardless of movement type, would be a better move. You’d still be able to box in pedestrian monsters using buildings, but no longer would a sole unit be able to protect an approach vector. No Fly Zone would be the ability that would allow a unit to block monsters, and there’d be room for other abilities that could apply to only monster movement, or specific movement types…like an ability that blocks only flying, or burrowing, etc.
*Any* movement ability would make TK a significantly improved beast. Even Climb would be worth talking about. It wouldn’t help against being boxed in by units, but it would at least help him navigate the city much more effectively. He’d be playable with just that.
To really make him worth talking about, Theorist is spot on. In addition to a movement ability, 6 defense/6 health Alpha, 6d/6h Ultra would get him there. Mega would still require more help.
If/when Privateer finally & officially abandons the game & the fans take over (like Blood Bowl), we should tinker with TK along these lines.
If Privateer does abandon the game, just like bloodbowl, I see a huge aftermarket in custom scuplts for figures. I sculpt up my own Creepy Dinosaur and sell resin copies as Kerra Tahn. If someone wants to buy it from me slap a (possibly 3rd party) Monpoc base on it and print out the stat card for Terra Kahn, well thats their issue. My figure will have no copyright infringement on it.
Or moreso, just buy some Gashapon. You have THOUSANDS to choose from on Ebay, they are all in the right scale. All the Godzilla figures make great proxys for Tera Kahn and his friends. The many flavors of Ultramen make great Zors. I even have a Mechagodzilla gashapon for Mecha Terra Kahn.
This game is probably the best balanced, best tactical, most uncheatable, game I have ever played. A game this good cannot die. The fans will eventually own it.
You lost me at “best balanced.” I hear the Moles knocking, they’d like a word with you on what balanced means.
Fair enough, best balanced except for the Moles, and no one is really crying for them anyway.
Cause… the’re moles….
Seriously though, i played a lot of tabletop miniature games in the past, and compared to them (expecially anything made by GW), monsterpocalypse is very balanced.
And the most wonderful thing about this game is its nigh impossible to cheat. Other miniature games have things like line of sight so abstracted, and rules so open to interpretation that it brings out the worst in some people.
I used to say. “I love miniature games, I just hate miniature gamers”. Monsterpocalypse runs off all the rules laywers, cause its so well defined.
More like Terra KAHN’T, am I right?
…Guys…?
Tekk, remind me of this joke when we’re at Moncon, so I can throw something at you. Right now you’re too far away.
slow… golf… clap…
well played mr. tekkactus…. well played….
It’s been two years since I posted that roundup.
I’m ashamed to say I didn’t even recognize some of the names.
I hope my list is at least one or two meta-game shifts behind.
While Jump would help TK out, I don’t think it fits his flavor. He’s Godzilla, plain and simple. He should have higher damage and better tankability. This would transform him into a brutish wrecking ball that stomps across the map and destroys everything.
Just my two completely out of date cents.
Who is this madman and why is he posting again?
Your not out of date at all. Nothing much has happend in the last two years (except the release of the quantums). The game is still fun and still fantastic. Just like BloodBowl doesnt have new teams released every year, MonPoc doesnt have to have new monsters every year. The game is oustanding as it is. I think your still very relevant. We just need to move from “what is PP gonna do” to “what are we going to do to own the game from a Fan base”.
And Speaking of Quantums. Did they take all the quantum information off the website? All the links seem to be dead.
I disagree that he sucks. He just likes to play the long game. I’ve found great success with him by being careful with my turns and waiting for my opponent to slip up.
His ability to pull off 2-damage turns in his alpha form makes him much more dangerous than people think. You just can’t rush in with guns blazing. Use Gakura if that’s how you want to play.
His mega sucks for sure, but I don’t see that as a bad thing. Not all megas have to be improvements.
The problem is that ANY monster can play well when your opponent makes a mistake and leaves you a shot at the 4-5 damage smash. That doesn’t make TK good, it makes him a monster.
I do however agree that a time/turn limited game changes how one looks at a monster.
But my point was that TK doesn’t need that 5-damage smash opportunity to be dangerous. He can erode an opponent with patient play by outracing on the damage.
He doesn’t provide splashy plays like Mega Pteradax’s Tow, step, smash play, and he doesn’t offer Zor-Voltis’s clear numbers superiority, but he DOES reward careful unit placement better than most monsters (and radicals units are probably the best there are in terms of general toughness and usefulness)
Of course, I’ll tell you White Dajan isn’t a bad monster either; you just have to be ready to outplay your opponent, rather than relying on a single splashy play (like quorog’s climb, summon, beatback brawl for 2 collisions and a hazardous unit.
It’s not like I said TK was good in the same way Ultra Deimos-9 is good. Or Xaxor. Or Ultra Rakadon. Those guys are NO good in any way. I’d even put him a lovel above, say, ultra pteradax or Mega zor-magna. Probably on par with Ultra Ulgoth or Mega Nova ESR.
You just said Xaxor was no good. I think that invalidates everything else you said.
so be it