Mastering Monsterpocalypse: Double Monster
Day 6 – Building Rome

One of the things I love about Monsterpocalypse is seeing a plan come together.  I’ve always enjoyed the unit and building creation of a list because you have so many great options.  For this list picking the buildings looked like a pretty straight forward task when I started.  As I’ve been working on this exercise I’ve also been trying out different maps, altering the list depending on the map.  Here’s where I’m at:

G.U.A.R.D. Defense Base (1)

I struggled with whether it was better to bring one or two.  My main use was to secure and allow my units the added range bonus. Discount should not be overlooked, as it will help on the A die management with my units, while I’m not sure Teleport will see much play (obviously it won’t if I only have one).

Sun Industries (2)

Some really good abilities here to take advantage of.  Instead of putting a unit on a Negative Zone, I can use Business Center to take a way Pdie from my opponent.  Power Gorge could be a big boost for my mostly blasting team (as well as Force Field), another Discount option, and Shuffle.

Skyscraper (5)

This could become the most important building on the board.  Underground Network will allow my  SS/UCI units to move around easier, especially taking advantage of their speed and disrupting my opponents side of the map.  During my most recent game on Grapple in the Garden, having access to UN was a huge factor.  Two other abilities (High Occupancy, Superstructure) won’t help me, while Blazing Inferno could end up being a game changer if I can find a way to take advantage of that extra damage.

Statue of Liberty (1)

So what’s not to like about Lady Liberty?  Attraction to gain a Pdie on my unit turn, Beacon to get one of my monsters out of a sticky situation, Subsidize to help on the Power Up rolls, and if I have to say goodbye to her, Monument adds another Pdie to my coffers.

The last three buildings I’ll play around with, but I’m looking at:

Newspaper Building (1)

This building is all about Intel.  On the right map getting this secured is going to go a long way to moving units for free, allowing extra A dice for attacks or an action.

The Tokyo Triumph (1)

Lots of interesting abilities with this one.  For me this baby has one real purpose, additional DAMAGE!  I’m looking to take advantage of placement for a Live Wire burst, or better yet a Power Attack to get Spire and Live Wire.

The Pacific Eye (1)

What?  Yep, you did read that correctly.  I’ve never given this Monument a second glance, but someone suggested trying it out, and I actually got some benefit from it the first time I used it.  So maybe Roller can be helpful.