The Ultra Armodax Challenge

A place to discuss tactics in the world of Monsterpocalypse.

The Ultra Armodax Challenge

Postby -TheTheorist- on Thu Jan 07, 2010 3:22 am

Of all the monsters there are, Ultra Armodax looks the most straightforward and is perhaps THE hardest monster with which to play a winning game. It's been said you have to make a mistake to lose to him, that he's "easily dealt with", etc etc. So I'm issuing a challenge to everyone interested -- collectively choose the nastiest monster you can think of to make Ultra Armodax look terrible. TEAM Armodax vs TEAM Nemesis (word of the day), with anyone who thinks Armodax can hold his own even against the monster he's worst against welcome to take my side of things. At the end of discussion, two of us with VASSAL access and a comfortable amount of experience with the 2 monsters involved can have a "best of 5" contest on VASSAL using the advocated tactics of each TEAM.

I'm hoping a few things will happen. Maybe some of the stigma on ground-pounders like Armodax will be dispelled, and he'll finally get some respect from his harsher critics. Monsters like him might (in tactics terms) get a second look. And maybe someone, inspired by it all, will take Ultra Armodax to a tournament and definitively take 1st.

Of course, it's entirely subject to whether anyone other than myself is intrigued by this idea.
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Re: The Ultra Armodax Challenge

Postby Doctor Colossus on Thu Jan 07, 2010 8:32 pm

I'm in if you can't get anyone else, but I warn you that my internet connection blows, so expect to spend a lot of time for me to reboot my router and log back on. Also, I find that I can't play without Skype or a similar voice-chat. Plus, I have a kind of restrictive schedule. Still, I'm up for it if you need me.
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Re: The Ultra Armodax Challenge

Postby FiendishDevil on Thu Jan 07, 2010 11:05 pm

Resilience can't save Ultra Armodax from the God Tier :roll:

Being ground bound hurts Ultra Armodax from the fury of the Sky God of the G-1s ;)

A well played towing reptilian could wreak havok on his dino brother :cry:

When four tentacles unite, a bloody affair does it make :twisted:

Twin striking claws of the mega mantis cut through the toughest of hides :cry:

The martian walker of blasting has even greater flexibility with turn order control :?
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Re: The Ultra Armodax Challenge

Postby -TheTheorist- on Fri Jan 08, 2010 12:34 am

But FiendishDevil, who is the one who best makes fool of Ultra Armodax? He needs an opponent.
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Re: The Ultra Armodax Challenge

Postby FiendishDevil on Fri Jan 08, 2010 12:39 am

Not sure tbh.

I just gave an example of one monster from each Agenda that could take him on. I personally, refuse to play VASSAL.

Best of 5 is far too long. Best of 3 seems more standard.
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Re: The Ultra Armodax Challenge

Postby -TheTheorist- on Fri Jan 08, 2010 1:00 am

Best of 5 all at once is too long. I was imagining more like 1 game every 2-4 days, so each one can be analyzed a little bit to determine why things went as they did -- with there being 5 games instead of 3 so that the AMOUNT of -suck/nonsuck- can be determined with greater accuracy. Also I'm curious why anyone would refuse to play on VASSAL....
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Re: The Ultra Armodax Challenge

Postby FiendishDevil on Fri Jan 08, 2010 1:34 am

Matter of principle.

I'd rather play games that were designed to be played with tactile sensations in person.

VASSAL and similar online programs for boardgames/cardgames/miniature games can hurt a company's profits and thereby hurt the player base by reducing production and development costs. While such programs can be legitimate ways to attract people to the game, it still is a form of piracy if it is not supported by the company. Not to say that I do not commit piracy myself, as I do. But when it comes to smaller companies/artists, I try not to pirate.

Then there's the whole meta-competitive aspect. If I want to play someone good, I'll go to a tournament or regional where I can stare them in the eyes. Online play takes out any semblance of personal communication and sensation from beating your opponent. If I am to learn or if you are to learn from me through a game, then do it in the physical.

Playing Monsterpocalypse is a much different beast than tactical discussion of Monsterpocalypse, and I'd rather take that beast on in person.
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Re: The Ultra Armodax Challenge

Postby Doctor Colossus on Fri Jan 08, 2010 3:17 am

Calling it piracy hardly seems fair. If anything, I've found that Vassal has if anything gotten a lot of old players back into the game, not to mention getting new people started. The guy I used to play with on a regular basis had completely lost interest in the game, but playing Mantacon and Mucostos on Vassal moved him to go spend a bunch of money on picking up the Swarm.

I kind of understand what you're saying about it being worse than playing in person, but Vassal doesn't replace regular Monsterpocalypse, it supplements it. I find that voice chat goes a long way towards making the game more personal, which is why I insist on using Skype. I've never come into contact with the metagame thing on Vassal, but I usually just play with people I already know.
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Re: The Ultra Armodax Challenge

Postby kingbobb on Fri Jan 08, 2010 3:28 am

FiendishDevil wrote:Matter of principle.

I'd rather play games that were designed to be played with tactile sensations in person.

VASSAL and similar online programs for boardgames/cardgames/miniature games can hurt a company's profits and thereby hurt the player base by reducing production and development costs. While such programs can be legitimate ways to attract people to the game, it still is a form of piracy if it is not supported by the company. Not to say that I do not commit piracy myself, as I do. But when it comes to smaller companies/artists, I try not to pirate.

Then there's the whole meta-competitive aspect. If I want to play someone good, I'll go to a tournament or regional where I can stare them in the eyes. Online play takes out any semblance of personal communication and sensation from beating your opponent. If I am to learn or if you are to learn from me through a game, then do it in the physical.

Playing Monsterpocalypse is a much different beast than tactical discussion of Monsterpocalypse, and I'd rather take that beast on in person.


My 4 and 2.5 year olds and 9 month old baby make Vassal a godsend. Without it, I'd never get any practice anymore, as trying to set up a game to actually work with the figures invariably will eventually involve little hands and demands of "let me help!"

Vassal has it's place...I play primarily with the figures that I actually own, occasionally working with a figure I don't in order to gain familiarity. It's not anything anyone couldn't do with the Stat guides or figure previews and proxies. And our local group is discussing being able to use Vassal to play league games, which is most likely the only way that I'll be able to participate in something like that.

And while the images are copyrighted, the game itself is not protected. The module could me made with just the names of the figures, using a generic map image mirroring the actual maps. I don't see Vassal doing any damage to PPs sales.
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Re: The Ultra Armodax Challenge

Postby Katie Drake on Fri Jan 08, 2010 6:24 am

Privateer Press is, in all likelihood, not at all bothered by the Monsterpocalypse Vassal mod. If they were, someone would've received a Cease & Desist order in the mail by now, as we did when we were working on the Warhammer 40,000 module from Games Workshop.
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Re: The Ultra Armodax Challenge

Postby Ken on Fri Jan 08, 2010 3:52 pm

While I also object to Vassal for similar reasons, just a couple months ago Privateer gave official permission to the Warmachine mod for it, as shown here.
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Re: The Ultra Armodax Challenge

Postby abrannan on Fri Jan 08, 2010 8:43 pm

Alpha/Ultra Armodax has no blast attack, so he's got to get up close and personal, you'll want to face him with a blaster. He does have resilience, so you don't want something that has "development points" (my made up name for the mythological system used to balance monsters out) wasted on Super damage abilities. He's a ground pounder, so something that's more maneuverable is good, and something that can create hazards can really slow him down.

That's why my pick is Incinerus. He flies, shoots, has mass damage abilities (Can do two damage to Armodax with one shot(Explosion/Radial)), can ignite (both monster and units) rubble to create fire hazards to slow Armodax down. Doesn't rely on buildings for power base (Earth Avatar, rage on Fire Kami), and his ultra form can mass kill Armodax's power base units. His average Defense, average health aren't great, but are on par with Armodax's. Take spire buildings for the extra damage, and ignite the rubble later for an extra kicker.

Mega Incinerus is another interesting pick. Volatile really messes with a brawling monster, and he's got Siphon and Multi-shot to drain p-dice and units. DEF 5 isa bummer, though.
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Re: The Ultra Armodax Challenge

Postby -TheTheorist- on Sat Jan 09, 2010 5:30 am

Very odd pick, abrannan. I do see how Incinerus's IGNITE, combined with unit turn IGNITE, makes life difficult for Armodax if you had time to light up the city. But there's just so much Incinerus is good at that he can't really harness against the likes of Armodax -- it's a tough match-up for Incinerus, not the other way around.

There doesn't seem to be much interest in this thread, unfortunately. So I'll throw out this spoiler...
----------------------------------------------------------------------------------------------------------------------------------------------------------------
One of my earlier Monsters was Ultra Armodax. I was new, and it never occurred to me that I could spend LESS than all 10 A-dice on my monster turn -- why would I want to just pass them without spending them? It seemed really obvious that Armodax was a really awful and useless monster. Then one day, I saw someone use 1A and a lot of P-dice to make an attack. Something clicked, and I took a second look at monsters I thought were bad. Ultra Armodax came off the shelf.

It was rough going at first. When and how to go about taking multiple turns was a blind alley for me. I lost games, but for the first time I won games using Armodax -- which told me I might be on to something. I stuck with Ultra Armodax exclusively for a -long- time, convinced he could dominate if I just practiced enough. And...he does.

Nobody beats Ultra Armodax 2 out of 3. Nobody. I shelved him for the Mega because he was DONE. He's king. I picked up the Mega for something new, not something better. If you do it right, he walks through whatever they bring and just does more damage then they do in a non-stop knock-down drag-out multi-turn power-attack mess. It wasn't until NOW! came out that I fielded him again to see how he fares against the new monsters. So far he's still the beast to beat.

If it sounds absurd, do something about it. ;)
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Re: The Ultra Armodax Challenge

Postby abrannan on Sun Jan 10, 2010 6:24 pm

-TheTheorist- wrote:Very odd pick, abrannan. I do see how Incinerus's IGNITE, combined with unit turn IGNITE, makes life difficult for Armodax if you had time to light up the city. But there's just so much Incinerus is good at that he can't really harness against the likes of Armodax -- it's a tough match-up for Incinerus, not the other way around.




Elaborate, please. What can't Incinerus harness against Armodax?
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Re: The Ultra Armodax Challenge

Postby Selegun on Sun Jan 10, 2010 8:20 pm

Hmmm, I'd be up for a game, but I dont have this Vassel program so I'll need to go get it. Are there any particulars I'll need to know if I get it?
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Re: The Ultra Armodax Challenge

Postby -TheTheorist- on Sun Jan 10, 2010 11:58 pm

abrannan wrote:What can't Incinerus harness against Armodax?


There are a few things, actually. But first, look at the basics of Armodax tactics...

Armodax generates P-dice uber-fast without unit or power-base help, then charges in with SUPER-STOMP to remove barriers as he makes his way through your units and power-base toward your monster. Only by meeting him quickly in the center can you really stop him from doing this. He will allow you to hit him first, even hard, to drain your P-dice pool. After that, you have an uphill climb against Ultra Armodax, who is never low on P-dice. This is the moment Armodax stops looking easy to beat and people start to realize they are actually LOSING to him. And generally by then, it's too late to do anything about it except keep pinging.

Incinerus can't use his IGNITE to its full power against a monster that STOMPS a lot. Bellowers have EXTINGUISH, btw.
He can't use his EXPLOSION(blast) or RADIAL-ATTACK(blast) against a monster that rarely if ever screens.

That leaves Incinerus with speed 7-8 FLIGHT, a this-turn "IGNITE for damage", and a lot of potential to 1-shot Armodax once Incinerus has enough P-dice of his own. The tools are there, but it's not quite his usual game -- and with Armodax not forced off his game, I have to give the edge to Armodax. Incinerus doesn't have the time to build a P-dice pool twice before the city is wrecked and extinguished, and Ultra Armodax ends up running him down. The difference-maker is surprisingly Hit&Run(brawl) on alpha Armodax, springing him 9 forward off the start and putting him "kill-all-your-stuff-and-gain-dice-doing-it" range immediately. Ahead in P-dice/health/offense at the start, Armodax just brings too much too fast to Incinerus's door.

It is an interesting fight though.
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Re: The Ultra Armodax Challenge

Postby 011121 on Mon Jan 11, 2010 12:10 am

:shock:

Okay I tried to walk away, I really did.

But are you honestly trying to tell me you think Armodax is a better power die producer than Incinerus?

Incinerus who has access to Earth Avatars (amplify) and Fire Kami (rage)?
Incinerus who has radial attack AND explosion or chain reaction on his blast making him the best unit destroyer in the game?
Incinerus who has siphon?

That incinerus? Super stomp will get you maybe two or three big power ups before there are no more big clumps of buildings. Incinerus has easy access to a constant flow of power dice during his unit turn and monster turn. His power base consisting of def 4 earth elementals scattered onto power points makes it very hard for Armodax to stomp. Particularly when the earth elementals have nesting.

And if we talk about the mega it's worse what with multishot and siphon on blast meaning he gains 3 power dice (above and beyond his normal power up) each turn and you lose 1.
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Re: The Ultra Armodax Challenge

Postby abrannan on Mon Jan 11, 2010 4:46 pm

A lot of it is going to come down to the map, and the number and arrangement of foundations.


Incinerus doesn't need any secured buildings, he can get by just fine with the Earth Avatars and Fire Kami Rage (which can make quick work of the 5 DEF form, what with Rocket Choppers and Spotter and such). The ultra's Radial Attack/Explosion is going to hit you at least one of the two ways, moving to brawl range (to prevent the smash counterattack) hitting you with the radial attack, while exploding your units, or splashing your with the explosion if you leave a unit close enough (either directly next to you, or within range of a tow). Incinerus can do these from the safety of a building screen that you can't get directly through this turn, requiring a stomp or rampage to get to me. With a single pile of rubble and a single unit, Ultra Incinerus can do a 3 damage body slam.

As noted, super stomp has a limited number of uses before it runs out of targets.
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Re: The Ultra Armodax Challenge

Postby kingbobb on Mon Jan 11, 2010 4:51 pm

abrannan wrote:As noted, super stomp has a limited number of uses before it runs out of targets.


But 2 buildings and a single unit caught in SSTomp produce 6 P dice. And even after all the foundations are rubble and fire, 3 units in a stomp produce the same.

And just how long is the game going to last? With armored, is there really much incentive to try and smash Armodax anywhere?

Granted, I don't think the EC are pushovers when it comes to P dice production, and Incinerous himself can generate a decent amount of P dice during his attacks.

I think this is an interesting matchup...I don't see a clear winner here.
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Re: The Ultra Armodax Challenge

Postby 011121 on Mon Jan 11, 2010 5:36 pm

Super stomp is great for getting a first turn big power up. You can often get 6-8 power dice, but that attck clears out about a sixth of the game map of buildings. Now most maps do not have wall to wall buildings but incorporate a fair amount of water or open space. It's likely you can get two of those big hits off in a game. Three's possible. More than that is going to require luck.

What usually happens is that armodax gets a couple big hits and then the map has a few isolated buildings here and there but not close enough for him to hit more than 2. Using your monster turn to net 3 power dice (after spending one for the attack) is pretty wasteful.

If the opponent mobs you with units then sure stomp them, it clears them out and gives you p-dice. But if you are really planning to play armodax without any screening then there's no need for them to mob you with units, they can just go power attack you to death.

Not screening is really only an option for monsters with negation or armored. Armodax has neither. Nor does he have insane healing or a super high def (alpha has low def and ultra has good def) that might mitigate the damage done by the enemy smashing you into all those hazards left over after you stomped those buildings.

I love armodax, I really do. He was the monster I most wanted from the start. he was also the monster I pulled from my first starter. Ankylosaurs are my favorite dinosaurs. But the general consensus on him is right- he's very underpowered. His mega's great but I really don't like armodax as a blaster conceptually. I've suggested in other places how to fix armodax and make him competitive.
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Re: The Ultra Armodax Challenge

Postby kingbobb on Mon Jan 11, 2010 5:54 pm

Darnit, there I go confusing Armodax with Rakadon again. Maybe the 6th TS monster will be called Rakadax, and I can stop messing that up? :P
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Re: The Ultra Armodax Challenge

Postby abrannan on Mon Jan 11, 2010 6:49 pm

Another interesting thought is to go wtih Gakura. He does the same things as Armodax, but has an anti-multi-monster turn slant (which is TheTheorist's stated strategy of choice). Bring a lot of Power plants to discourage Armodax's stomp. You're looking at draining 2 A-dice and 2 P-dice per lightning attack in Ultra. Blitz, Demolish and power plants can give you up to 4 damage on an alpha monster turn. Gakura has jump, and wins the mobility war. Gakura also brings more B-Dice on 3 of the 4 attack types (he's equal on Alpha form power attack). He also has access to all the same units as Armodax. In short, he's a better Armodax than Armodax is.



Edited for errors...
Last edited by abrannan on Mon Jan 11, 2010 9:13 pm, edited 1 time in total.
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Re: The Ultra Armodax Challenge

Postby 011121 on Mon Jan 11, 2010 7:12 pm

abrannan wrote:Another interesting thought is to go wtih Gakura. He does the same things as Armodax, but has an anti-multi-monster turn slant (which is TheTheorist's stated strategy of choice). Bring a lot of Power plants to discourage Armodax's stomp. You're looking at draining 2 A-dice and 2 P-dice per lightning attack in Ultra. Blitz, Demolish and power plants can give you up to 4 damage on an alpha monster turn. Gakura has jump, and wins the mobility war. Gakura also brings more P-Dice on 3 of the 4 attack types (he's equal on Alpha form power attack). He also has access to all the same units as Armodax. In short, he's a better Armodax that Armodax is.



Ouch. I never thought about Gakura plus a bunch of electrical plants before. The combination of live wire plus demolish doing two damage to the opponent while giving you tons of power dice is brutal. You could do 4 damage on one turn if they were adjacent to two plants.
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Re: The Ultra Armodax Challenge

Postby Tekkactus on Mon Jan 11, 2010 9:28 pm

abrannan wrote:Another interesting thought is to go wtih Gakura. He does the same things as Armodax, but has an anti-multi-monster turn slant (which is TheTheorist's stated strategy of choice). Bring a lot of Power plants to discourage Armodax's stomp. You're looking at draining 2 A-dice and 2 P-dice per lightning attack in Ultra. Blitz, Demolish and power plants can give you up to 4 damage on an alpha monster turn. Gakura has jump, and wins the mobility war. Gakura also brings more B-Dice on 3 of the 4 attack types (he's equal on Alpha form power attack). He also has access to all the same units as Armodax. In short, he's a better Armodax than Armodax is.



Edited for errors...


The problem with bringing Electric Plants against Armodax is that Armodax loves them more than anyone. 4 defense for six p-dice on a brawl, plus Hit and Run to avoid the Live Wire damage...
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Re: The Ultra Armodax Challenge

Postby 011121 on Mon Jan 11, 2010 9:39 pm

Tekkactus wrote:

The problem with bringing Electric Plants against Armodax is that Armodax loves them more than anyone. 4 defense for six p-dice on a brawl, plus Hit and Run to avoid the Live Wire damage...


But that means he's brawling and not stomping which negates a key ability of his...
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Re: The Ultra Armodax Challenge

Postby Selegun on Mon Jan 11, 2010 11:35 pm

Just because any ability is 'key' dosnt mean you have to live by it. I like to play Rogzor aggressively to toss my opponent off guard with brawl and power attacks. Sure his blast is good but if you always play the best part of a monster then you will miss lots of little things that A) make the game more fun and B) increase your skill at the game. Any given situation can change your play during the game so you need to keep an open mind when squaring off with any monster
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Re: The Ultra Armodax Challenge

Postby Tekkactus on Tue Jan 12, 2010 3:21 am

011121 wrote:
Tekkactus wrote:

The problem with bringing Electric Plants against Armodax is that Armodax loves them more than anyone. 4 defense for six p-dice on a brawl, plus Hit and Run to avoid the Live Wire damage...


But that means he's brawling and not stomping which negates a key ability of his...


So I can stomp, knock down three buildings, and get 6 dice, or I can brawl a plant and... get six dice. Just because Super Stomp is there doesn't rule out the possibility of doing something else, like Selegun said.
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Re: The Ultra Armodax Challenge

Postby -TheTheorist- on Tue Jan 12, 2010 6:57 am

The danger of NOT screening behind buildings or your units against Armodax is that he generates P-dice so quickly -- and he'll take the power attack to land one, and he'll have more resources left after that exchange. I will spend 8A (or whatever I have) stepping to land the 7-8 space SMASH/THROW -- I'll recover P-dice levels by the end of my next monster turn. It's the speed at which he recovers that makes Armodax deadly -- he can expend all his resources and then be back to full power absurdly fast.

The comparison to Gakura is apt -- alpha Gakura and other monsters with BLITZ(brawl) are the fastest P-dice generators in the game, and SUPER-STOMP allows him to play the same early game that Armodax does. Ultra Armodax maintains the ability to expend resources recklessly through both forms and thus into late game, though. And Ultra Armodax is the only monster with both SUPER-STOMP and RESILIENCE, basically built to nerf a lot of the screen-blasting that usually works against ground-pounders.

The best comparison to Ultra Armodax is Ultra Grindix, who has the same ability (SUPER-STOMP) in both forms to regenerate P-dice quickly. People get caught up on his brawling game, but he can shoot across the map and drop all his resources on a huge SMASH/THROW too -- and BURROW makes Grindix really really deadly with that sort of attack. He also has a P-dice denial game when choosing GRIND over power attacks. But he comes with no effective long-range blast units, drops RESILIENCE, can't utilize Electric Power Plant, has 1 less health, no DEF 7 form to shrug off unit aggression, and no emergency access to healing (HIGH OCCUPANCY).

011121, I encourage you to break out your Ultra Armodax again.
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Re: The Ultra Armodax Challenge

Postby piratingwerewolf on Tue Jan 12, 2010 8:00 am

I'll play against you theorist. But I want the fans to decide who I use.
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Re: The Ultra Armodax Challenge

Postby Carlos on Tue Jan 12, 2010 9:44 am

piratingwerewolf wrote:I'll play against you theorist. But I want the fans to decide who I use.


Sky Sentinel :mrgreen:
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Re: The Ultra Armodax Challenge

Postby -TheTheorist- on Tue Jan 12, 2010 11:43 am

A healing long-range flying blaster with units that can tag Armodax's DEF 7 with only 3 units...now there's a match-up with some teeth. I half-expected someone to immediately shout Ultra Ares Mothership or something like that, which Ultra Armodax has to rely on his units to fight. (Armodax brawls to heal and spends a lot of time killing enemy units, eventually pouting in his backfield.)

Sky Sentinel gets a lot of respect. I think it would be a perfect opportunity for Ultra Armodax to show what he can do to a screening blaster that is considered TOP TIER material. I don't get a vote, but I like that kind of choice. MZM wouldn't be out of the question either, though much of his kung-fu is lost on a monster that isn't trying to blast back or avoid damage.

Suddenly there's interest in this thread?
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Re: The Ultra Armodax Challenge

Postby abrannan on Tue Jan 12, 2010 4:29 pm

Sky Sentinel is a crap matchup, and TheTheorist is merely trying to sway the public opinion in his favor (i.e. to a matchup that suits him). Sky Sentinel is far too fragile to handle a screen clearing, multi monster turn strategy. Armodax can get in quickly and take the back-to-back activations, while Sky Sentinel really must take the alternating unit and monster turns to get the msot effectiveness out of his army. Same with MZM. MZM needs the buildings standing (which armodax will clear out), and the ability to do super damage (which Armodax is Resilient to) to do proper damage.

I'm sticking by my picks of Incinerus and Gakura. Gakura negates the "late game" super stomp efficiencies of Armodax though the use of the Power/Energy drain lightning attack, reducing Armodax's ability to take multiple monster turns.
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Re: The Ultra Armodax Challenge

Postby 011121 on Tue Jan 12, 2010 9:15 pm

Tekkactus wrote:So I can stomp, knock down three buildings, and get 6 dice, or I can brawl a plant and... get six dice. Just because Super Stomp is there doesn't rule out the possibility of doing something else, like Selegun said.


Remember the context of this discussion though-
We were talking about Gakura vs. Armodax. If Armodax doesn't stomp then, even with hit and run, there's a good chance he'll be adjacent to at least 1 building thus allowing Gakura's alpha to do the exploding building trick on him.
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Re: The Ultra Armodax Challenge

Postby Doctor Colossus on Tue Jan 12, 2010 10:40 pm

Perhaps I'm just biased towards His Muffinness, but I vote Ultra Ulgoth. He's more or less immune to power attacks if he closes quickly on Armodax and stays there, Volatile will trigger off of almost any attack Armodax can make against him, he can heal, and Hellfonts are great against a monster that's going to be stomping a lot since he'll end up accidentally destroying a lot of Music Producers. He loses Annihilate a lot of the time, but I'm not convinced he needs it to win this matchup.
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Re: The Ultra Armodax Challenge

Postby 011121 on Tue Jan 12, 2010 11:48 pm

Mega laser knight is a tough one. He's immune to super damage in one form and immune to building collisions in the other. Blue amplify means he really doesn't care about buildings, like at all. His lack of manueverability is matched by Armodax's. He can heal a lot better than the big A.
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Re: The Ultra Armodax Challenge

Postby Carlos on Wed Jan 13, 2010 12:08 am

abrannan wrote:Sky Sentinel is a crap matchup, and TheTheorist is merely trying to sway the public opinion in his favor (i.e. to a matchup that suits him). Sky Sentinel is far too fragile to handle a screen clearing, multi monster turn strategy.

You're having the good stuff if you don't think top tier dudes like SS and MZM can't take out ultra armodax and LAUGH about it.

BTW theorist, what's your handle on Vassal?
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Re: The Ultra Armodax Challenge

Postby abrannan on Wed Jan 13, 2010 1:07 am

Carlos wrote:
abrannan wrote:Sky Sentinel is a crap matchup, and TheTheorist is merely trying to sway the public opinion in his favor (i.e. to a matchup that suits him). Sky Sentinel is far too fragile to handle a screen clearing, multi monster turn strategy.

You're having the good stuff if you don't think top tier dudes like SS and MZM can't take out ultra armodax and LAUGH about it.

BTW theorist, what's your handle on Vassal?



Top tier doesn't necessarily mean top tier against *all* play types. The type of offense TheTheorist is describing is a very poor matchup for those two monsters. MZM loses his buildings to screen himself, and loses the buildings to utilize beat back with. Add to that that Ultra Armodax has resilience to handle the weapon master super damage, and MZM's blast doesn't do much against him. On top of all that, he's 6 P-dice to hyper up. Even with Sun drones, that gives Armodax a few monster turns to shred buildings before Max's mega even hits the board.

It's much the same thing with Sky Sentinel. Sky sentinel relies on his units for damage, and on buildings and units to screen. A unit reliance means that Sky Sentinel is going to be alternating unit and monster turns to effectively do damage. Armodax pulling multi-monster turns is going to be able to clear out screens and power attack Sky Sentinel. Plus, the G1s are all going to be fairly close (to gain extra b-dice form Leadership) which means that they are going to be mostly cleared out by a super stomp.

So, Carlos, am I still "having the good stuff", or or have I presented a legitimate argument for how Ultra Armodax could beat those two "dudes"?
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Re: The Ultra Armodax Challenge

Postby Doctor Colossus on Wed Jan 13, 2010 1:35 am

I believe that a VERY well-played Ultra Armodax could take Mega Maxim. I have my doubts about Sky Sentinel, though. 'Dax can't hold up against consistent a G1/Lightning Attack battering long enough to kill Sky Sentinel assuming it was being smart and staying out of alignment with buildings. If Armodax can only throw it into hazards or lone buildings for 2 damage at a time, he's going to lose a very large percentage of the time. No matchup is impossible, but Sky Sentinel seems like an uphill battle for Armodax, and it's a steep hill indeed.
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Re: The Ultra Armodax Challenge

Postby 011121 on Wed Jan 13, 2010 3:00 am

abrannan wrote:
So, Carlos, am I still "having the good stuff", or or have I presented a legitimate argument for how Ultra Armodax could beat those two "dudes"?



I vote good stuff, personally. :P
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Re: The Ultra Armodax Challenge

Postby -TheTheorist- on Wed Jan 13, 2010 9:28 am

abrannan wrote:TheTheorist is merely trying to sway the public opinion in his favor (i.e. to a matchup that suits him).


A bit harsh on me, aren't ya? I'd be happy with any match-up, honestly. Ultra Armodax never lets me down. But in light of the criticism, I'll refrain from influencing the decision further. Although with statements like yours, the actual need for a match is quickly diminishing -- there seem to be plenty of believers already amongst us that Armodax is more than viable. (I still intend it, considering everyone seems interested in the result.)

I'm still working on VASSAL actually working. Any help would be appreciated.
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Re: The Ultra Armodax Challenge

Postby Carlos on Wed Jan 13, 2010 10:07 am

abrannan wrote:So, Carlos, am I still "having the good stuff", or or have I presented a legitimate argument for how Ultra Armodax could beat those two "dudes"?

It's a legitimate argument inasmuch as the game is balanced, albeit w/ clear bottom and top tiers; inasmuch as both monsters start w/ full health and a full complement of dice to play with; inasmuch as the skill levels of both players can unbalance the matchup quite a lot. Will Federer lose in the first round of the Australian against whatever low-ranked player he's drawn against? Maybe he will... but it's not likely.
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Re: The Ultra Armodax Challenge

Postby -TheTheorist- on Wed Jan 13, 2010 11:57 am

Carlos wrote:inasmuch as the skill levels of both players can unbalance the matchup quite a lot


You know, some people believe that to get hit with SMASH you have to have made a mistake....
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Re: The Ultra Armodax Challenge

Postby Carlos on Wed Jan 13, 2010 1:21 pm

To be hit by a Smash you need to not be paying attention (or it's a bait of some kind). To be hit by a Smash from a ground-pounder you need to be on medication.
Last edited by Carlos on Wed Jan 13, 2010 3:00 pm, edited 1 time in total.
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Re: The Ultra Armodax Challenge

Postby -TheTheorist- on Wed Jan 13, 2010 2:17 pm

@ Carlos: What tactics do you recommend against Armodax, then?
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Re: The Ultra Armodax Challenge

Postby abrannan on Wed Jan 13, 2010 4:39 pm

-TheTheorist- wrote:
abrannan wrote:TheTheorist is merely trying to sway the public opinion in his favor (i.e. to a matchup that suits him).


A bit harsh on me, aren't ya?


Perhaps, but you've come out and said "I'm finished with all of the monsters from the RISE factions", which would include, I presume, Sky Sentinel and Mega Zor-Maxim, or you wouldn't have made the statement. Which means you already know how to fight them, and are very confident that you'd win that matchup. To then come out and say "Gee, that's an interesting matchup" smacks of disingenuousness. You've fought those fights. You've seen the end of the movie.
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Re: The Ultra Armodax Challenge

Postby bearhino on Wed Jan 13, 2010 7:05 pm

Instead of putting him against something completely different, how about a "Anything you can do I can do better" match?

Maybe Grindix?
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Re: The Ultra Armodax Challenge

Postby -TheTheorist- on Thu Jan 14, 2010 2:31 am

abrannan wrote:you already know how to fight them, and are very confident that you'd win that matchup.
abrannan wrote:You've fought those fights. You've seen the end of the movie.


That is true; I do know the conclusion. But all I mean by interesting is that it's not a boring fight. Imagine Armodax against the Ultra Ares Mothership -- at a point he's vulnerable to a cross-map SMASH because of Power Pod REFUEL, can't reply for more than 1 damage, and so has nothing to do with his turns except kill enemy units/infrastructure or hide in a corner protected from major harm. Radical units against Invader units AND a free-handed Ultra Ares is no picnic -- it's a super slow win, which amounts to a tournament loss. My advantages are superior fighting units, rapid assault power because of Armodax's P-dice generation, and slightly better healing potential that I can't easily access under a SMASH threat. Almost every major perk I have is out of play. No use for my P-dice gains. No use for RESILIENCE. It's frustratingly boring on both sides, and the conclusion is seen well before it actually occurs.

I'd rather fight something more swashbuckling, where both monsters get to play their usual game. Interesting.
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Re: The Ultra Armodax Challenge

Postby Selegun on Thu Jan 14, 2010 2:58 am

Ohhh! Pick me! Gorghadra's smashing buildings vs Armodax's smashing buildings! Honestly I've never had a dull match when there is only one building left :D
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Re: The Ultra Armodax Challenge

Postby Arngrim on Thu Jan 14, 2010 4:08 pm

Great Idea!
When can this happen?
I desire battlereports and pictures, or is there any way That i can watch this live or recorded on this Vassal thingy people keep talking about?

I am a really poor player, but personally i'd love to see a Sky sentinel, SSS or 5 ToC Cthul-list face of Armodax.

I really don't care if the end is clear to TheTheorist, i'd like to watch the movie anyway :-9
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Re: The Ultra Armodax Challenge

Postby -TheTheorist- on Thu Jan 14, 2010 5:05 pm

I will certainly be sharing details as to how the outcome came to be. Who did what on what turn, etc etc. I can't imagine not consolidating that info though -- it has to be readable. Map choice, building placement...it all gets muddy if every single thing is mentioned. How about something like this:

(Armodax units) turn 1: Spawned 3 grunt Airborne Apes and 3 grunt Bellowers. Advanced the 3 AA's to Privateer Press, R&D'd out 1 elite Airborne Ape.
...
(Armodax) turn 3: Went Ultra to burn down to 5P. Stomped 1 Bank HQ and 1 grunt G-1, ending up with 6P.
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