MMP Quantum Theory: Deimos-9, Day 6

When looking at cities for Quantum Deimos-9, or any Martian, it becomes apparent that a high-density Radiation city is pretty darn important to have. Some monsters, like Tharsis-5, for example, are normally run full radiation, and work well that way. Similarly, Deimos-9 gets more out of radiation buildings than other Martians because, like Tharsis-5, she plans on sending the opponent into them! The question the becomes, which city do I run? Chernobyl? Area-51? Baton Rouge?


I know a lot of people run 5-of the Nuclear Power Plant for any Martian and many Swarm monsters. What’s there to lose? The building is great for power-ups, heals you when brawled, and sports the almighty radiation hazard that your monster of choice is immune to! The shift this building can create between you and your opponent is huge! This is a great building on any map, almost anywhere you put it. The only downside I can see for this building is that your opponent can also use it for good power-ups and maybe even for healing. I always WANT to stick it in my opponent’s base for enemy side healing, but that gives them easy access to its power production, potentially giving them more power dice than they otherwise would be able to obtain. Instead, this building is better for mid-board placement and rear placement. I do occasionally run away to heal or hide, but not enough to warrant 5 of these puppies like Ares would. So far, I’ve been happy with 3-4 of them, currently running 4 for experimentation.


Don’t get me wrong, No Fly Zone is a really good skill on an Installation and uh, so is Beacon… This building even has a Blast stat for when you rarely need to dump an action die or three into an attack. Most Martians want a lot, if not all 5 of these. No Fly Zone walls double as one-sided death blossoms, Ground Control lets even Vanguards capture zones adjacent to the building, Beacon get Deimos-9 out of hairy situations, and 6 defense assures they will stick around for a long time. But I have a couple of problems with running the full 5: First, the building has energy 5, and against a lot of monsters, this can be quite the power-up, allowing for them to come at me in a very fierce way; Second, as a Pedestrian/Climber, Deimos-9 wants to clear paths, and every once in a while, if 5 are on board, those paths cannot be cleared. It’s not as bad as running 5 GUARD bases with LK, but it can be annoying to say the least. I need to make sure I run enough, though, so as not to run out of Beacon when my opponent wants to get destructive. Used to run 5, now I run 4.

Baton Rouge

Ahhh sewage… For all of you who have never been to Baton Rouge, LA, know this: it smells like a fart! Why? Factories, of course… That, and a shitload (pun intended) of Sewage treatment facilities. This AWESOME building normally gets relegated into the “only because I have to take 2 to have 12 radiation structures. Why is it awesome? HINT: not because it’s green. DING DING DING! Right! It’s good because it has Telekinesis, Radiated Zone, and THAT’S IT. Wait, why is it good again? This building is one of the best disruption buildings available. Unlike the Livewire buildings which can backfire (easy p-dice for powerups, lots of p-dice when monster brawled, cool triggers), this structure simply occupies a building space where the opponent would normally set up a powerbase with little to no bonus for the opponent. It has low defense for rampaging through, but also has low energy, meaning they won’t get much out of brawling it. So yeah, the only 2-damage spam building better than this one is Cathedral, but even that can randomly bite you in the butt. I have made spamming this building in key spots for my opponent a vital part of my strategy. If they have no foundations left, and have good buildings they need to place, they are forced to placing them in my base, or where I want them to. I’ve always ran 4, and may even want to run 5 soon, they are that annoying.

City of Industry, City of Visitors

My city is a combination of the above 3 archetypes. I have a perfect balance of these buildings (4 each), but could see it shift here or there, probably ending up being Baton Rogue with 5 Sewage Plants of all things. I just love abducting my opponent’s foundations and making them give me their buildings! Not only does it throw them off, but can even help me get awesome abilities like Radar, Power Producer, High Security, Shuffle, Insurance, etc…

That’s all for today. Until next time, may your aliens be FREAKING TERRIFYING.