Showing posts with label Mini Teams. Show all posts
Showing posts with label Mini Teams. Show all posts

Thursday, 9 February 2012

Perun & Tritonious (Mini Team)

An odd one this one, and not an all-vanquishing combo, but potentially of interest tactically.

Tritonious is able to offer some Water manipulating Actions of use in combo with Perun. Use Tidal to draw Water Supremes and Minions such as Perun towards the marked point. While against enemy models this is useful to disrupt movement and attack angles, for Perun it may work to shift him to a preferred position without using precious AP (for example win a Round when using Stormcaller).

Also consider using Ebb Flow* to add to Perun's safety; stack with Perun's own Static Shield and Perun becomnes very hard to take down since he will be Immune/Strength attacks, have Trump on Spirit play at Agility 5 for the Round and still be able to Movement Action (the range of the Ebb Flow* Aura permitting) and Stormcaller (or Lightning Bolt or Jolt* if Stormcaller has been used). Basically a defensive tactic and therefore useful for holding objectives or table quarters.

Saturday, 7 January 2012

Father Oak & Acorn (Mini Team)

A definite duo from the outset, the winners of Supreme Genesis 1 were always intended to be at their best when used together.

As suggested by their creator: "Use Green Curtain to lock down enemies so Acorn can use her Hurray for the Trees power. This gives Father Oak even more damage potential when he charges in."

Following the Errata in the Guide that made Father Oak Immune/Hurray for the Trees, then it becomes even more of a destructive tactic.

Don't forget also that both are Immune to the restraining effects of Father Oak's Green Curtain Action.

Keep Acorn in Base to Base with dear old dad (a.k.a. Father Oak), and assuming she survuves an attack Father Oak can Strike back out of sequence. Of course this is not limited to Father Oak, but given his protection from Hurray for the Trees, then it is ideal to keep this pair close together.

Saturday, 31 December 2011

Sgt. Bale & Stoner Hawk (Mini Team)

These guys are a 'Mini Team' for pretty much only one reason - Elemental Mastery: Fire and Earth. While they have some nice potential synergies (use Stoner Hawk to try and Knock Down a target (probably one with low to mid Strength) and follow-up at the earliest opportunity with a Sgt. Bale Combat Action, this can be achieved with any Supremes really.

What Elemental Mastery: Fire and Earth does is unlock some extra available Actions for each eligible Supreme. The wording of Collapse allows that it is a cheap way of Damaging buildings for Stoner Hawk (think Destroy in the Destroy or Defend Plot). Smoke allows Sgt. Bale to protect his Team-mates - especially those with low Agility - from long range attacks (more than 8 inches), since it moves with him; definitely worth considering if likely facing Gentleman with Sniper Rifle, Virgo, Vector or Xyllian, Master Sagittarius for example.

However it is Lava Flow where Elemental Mastery: Fire and Earth comes into its own. It can be expensive and is best used either early-game, or if your enemies are clustered up and fairly close by. Potentially very destructive to terrain, Citizens and sundry others (Destroy or Defend again, Invasion), it can also offer a creeping area denial. Do not consider it as a targeted attack (its movement is too random after all), but rather use it to imply a threat, which is where can wok as area denial (useful in Take and Hold) - especially against Water Supremes and Minions.

Friday, 30 December 2011

Gemini X & Gemini Y (Mini Team)

Besides the previously posted Super Duos, there are a few recognisable 'Teams within Teams'; pairs or trios of Supremes who naturally work better when played together.

The rules of these 'Mini Teams' (for want of a better tag) may offer mutual immunities or buffs, or both. And while they may not have the Super Duo Trait benefit, they still have advantages if used in the same larger Team.

Taking Gemini X and Gemini Y as the first pairing to look at, one glance at their Team Powers strongly shows that they are intended to be fielded together. One tricksy thing to consider is that the 'shared' Damage is that a total of 10 Damage can be taken while still leaving both in play; what about using one withdrawn from the other to limit incoming damage (Blasts, Rays) while making best use of this benefit? With blocking and healing opportunity-creating Actions (Gemini X), and area and Close Combat denial Actions (Gemini Y), they can be used to help shield you other Ulthar, or even potentially to hold objectives.

I cannot claim to have mastered these guys - in fact I struggle with Ulthar for some reason (I think it takes a while to get a good 'handle' on the Ulthar Sub-Faction), but if viewed as a small countermeasures type of unit rather than two (fairly weak) Level 1 Supremes, that may go some way to explain how to hopefully best utilise them.

Friday, 25 June 2010

Double Trouble/Deadly Duos

Just some pictures of minis that are very much intended to work together. They don't have to be fielded as duos, but in each pair not doing so limits the effectiveness of whichever models are used.

Father Oak and Acorn - Acorn has an Action intended to buff Father Oak's attacks (Hurray For The Trees), while Father Oak and Acorn are both Immune to the restraining effects of his Green Curtain Action. Thus, it is arguable that Father Oak is more usable without Acorn than vice versa.

Apebot and Virus - these two are probably even more closely entwined thatn Father Oak and Acorn. Virus has only Actions intended to boost/buff Apebot's capablities. Take The Glove (Device) and Virus gains a limited form of attack capablity (only against Mechanical), as well as a better version of one of his Actions (allowing him to reactivate an Incapacitated Apebot using the Fix: Repair Action). Like Father Oak without Acorn, Apebot can probably manage better alone than with his natural partner, but due to the boosts Virus offers, it really only makes sense to take both.

Of course what this means is that much more than most cases of Team-building, the paired Supremes need some good thought about how to get the best out of them when co-ordinating their Actions.
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