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themadking

Delve into the Tomes of the King #1: But a pawn in the grand scheme...

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...Or sidekick, rather.

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You've begun your first turn. Gathering up your initial four sidekick dice, you roll them, aiming for a couple of bolts and maybe a mask and a shield to get your plans rolling. Easy and simple. You have backup ideas to use all the other energy you'll roll, but as long as you get all energy; you're golden.

-Fastforward to a roll and subsequent re-roll-

A mask, a bolt, and 2 sidekicks you are now stuck with.

...et tu, dice?


But what if I told you getting those sidekicks has a benefit in the long term. NOT by being chump blockers or attackers. NOT by feeding them to knock-out abilities such as Blue Eyes White Dragon: Monstrous Dragon or Crush Card. NOT through a team dedicated to them such as Flying sidekicks or a Humanity team. (I've heard quite a few names for this, choose your own) NOT EVEN GOBBY. They provide this benefit from their mere presence alone.


Allow me to explain...

But first, we have to look at something most of us are familiar with by now. Uncanny X-man's Professor X: Recruiting Young Mutants and his infamous global.

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His global serves two purposes. One, he takes sidekick dice, and puts them aside, for bigger turns with more breathing room. Two, he keeps sidekick dice out of your bag. And that's the point we are going to take away here. PXG keeps your bag purer, allowing you to get to your bought dice quicker.

But as a lot of us know, there are significant disadvantages to bringing PXG to the table, and a lot of people are tossing it to the side, building strategies that do not need it, being able to run with it if the opponent has one, or without if they didn't. This is especially crucial when things like Prismatic Spray: Lesser Spell are brought into the mix. Now most focus on having ramp to replace PXG's power, or run alongside it when possible.

However, this does not remove sidekick dice from the equation, as they become weaker and less optimal as the game progresses. You want your dice you bought, obviously.

Here is a solution. Field your sidekicks, and keep them there. Sitting on their non-powered rears, they don't muddle your bags, and you don't have to keep spending time and effort and hoping for masks to keep them there. Now, obviously, we can't rely on you rolling the one in six face pawn face. Despite feeling like it happens sometimes, luck-wise. (*wink*) What we need, is some help.

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These are all characters where their effects all get you sidekicks in different ways. Cap and Angel get them directly from your used pile when fielded. Coulson (My personal fav) gets them from the same place on every attack. Harpie Lady (Interestingly the only non-shield in the group) gets them from the reserve pool itself. Our last one, Namor, is a bit odd in it has to be alone and gets two during the end of the turn, but it certainly has a niche somewhere.

Once we've gotten these sidekicks, how can they be put to work? We have a few options:

Save Civilians
-I've always thought this was a really interesting global, having a whole chain of effects. The problem was you could not have bet on getting a sidekick. Well... guess what just changed?

Gobby
-A bit old hat by this point, but still very solid, being cheap cost-wise. And with these cards, it's a REAL killer.

Knock-out effects
-Blue Eyes, Crush Card, basically anything that requires them to be knocked out. Still very solid.

Sidekick Boosters
-Anything that pours power into them, turning them into a force.

Intimidation Factor
-Don't knock a wide field full of 1's. Any opponent will see a huge force, even of weenies, and start worrying

GIANT buys
-As a scare factor to punish an opponent who attempts to knock out all your pawns at once. Because if they do that, you get to roll a TON of dice next turn. Buy something in the 6+ range. Something like a Breath Weapon 3 Dragon or even something crazy like Phoenix Force: Force of Nature. Buying a Phoenix Force after someone clears your board that will ensure much cackling coming from you very soon. And some people won't make the same mistake twice.



You can very in how much dedication you give to this strategy, but it's something I've been working on lately. Try it out if you feel it fits in for you. And return next time for another Delve into the Tomes...
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Comments

  1. Jar_99's Avatar
    I like where your going with this topic, for us that played Quarriors, ways of keeping sidekicks out of rotation help with you having a more effective team. I have played many times on Vassal lately and it is interesting to see that people that are able to keep things churning usually win. Compared to my local scene where people love to buy everything if they have the energy, rather than only buying what you need to win, and have these bags with 10-12 character dice not counting sidekicks.
  2. themadking's Avatar
    Quote Originally Posted by Jar_99
    I like where your going with this topic, for us that played Quarriors, ways of keeping sidekicks out of rotation help with you having a more effective team. I have played many times on Vassal lately and it is interesting to see that people that are able to keep things churning usually win. Compared to my local scene where people love to buy everything if they have the energy, rather than only buying what you need to win, and have these bags with 10-12 character dice not counting sidekicks.
    A bag full of bought dice with no sidekicks in the bag or moving around your used/prep/reserve takes a lot of the work out if it. Thanks for the props!