Talkin’ Units Here: The Interceptor

May 19, 2008 on 12:19 pm | In Kaiju, Monsterpocalypse, blog |

While a monster-centric game, Monsterpocalypse’s units play a vital roll as well. Units to gain Power Dice, whether from securing buildings, holding Power Zones, or just destroying other units, and they can cost your opponent Power Dice by holding Negative Zones. Often these activities prove just as profitable as destroying your opponent’s units, so don’t judge a unit solely on its combat potential. With that in mind, I bring you the following unit: the Shadow Sun Syndicate’s “Interceptor”.

What it lacks in punch, it makes up for in Speed!

In combat terms, the Interceptor doesn’t offer much; its Blast 1 can be useful in combined attacks but not for much else. The Interceptor’s real advantage lies in its Speed 7, the highest among all the units in the first set. In addition, the Interceptor’s Hover ability allows it to move easily over rough terrain. This combination means the Interceptor can spawn and then move super quick to the middle of the battle map and hold valuable Power Zones or help other units secure buildings.

The Interceptor’s high Speed and Hover ability also make it a prime unit for screening your monster. As I mentioned in previous posts, just placing a few units between your monster and your opponent’s monster forces your opponent to address those units or find a way around them. Either way, he has to deal with them, and this can save your monster from some pretty devastating Power Attacks.

The Interceptor also has the Transport ability. This allows it to use an action to place “Shadow Gates” on the map. Slow-moving units, Shadow Gates can, as an action, teleport other friendly units on the map to spaces adjacent to the Shadow Gate. This gives the Shadow Sun Syndicate incredible mobility and makes it easy for them to deny their opponents Power Zones (because the Interceptors and Teleported units beat the other guys to it) or Secure Buildings (because you cannot secure a building with an enemy unit adjacent to the building).

With the ability to Teleport freshly spawned Interceptors to points halfway across the map, and then advance those Interceptors, the Shadow Sun Syndicate not only has real potential for taking and holding Power Zones and securing buildings but also some real harassment potential in denying their opponents those resources as well.

4 Comments »

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  1. Sounds nifty. Will this be a new sort of format for the blog before the big release?
    I.E. Instead of posting entries on this and that, will there be an entry every so often with a unit or monster to be talked about indepth.

    Comment by Tenebræ — May 19, 2008 #

  2. another interesting update. SSS seem interesting to play and we learn of the spawn mechanic! i’m hooked on this game.

    Comment by Agun_de_merak — May 19, 2008 #

  3. Wow! I read information on one fraction and I ready to play that one then I read another, They are ALL so cool!!

    Comment by Jerry Shipp — May 20, 2008 #

  4. So, this is the shape of things to come, unitwise.
    Love the design for the SSS popcorn… will look awesome next to the Zors…
    Also, the little insight into unit abilities is very interesting, i see much potential for differing playstyles of the factions.
    Again, thank you Erik for sharing this with us!

    Comment by Talahar — May 20, 2008 #

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