Capital domination

By Deth3327, in Mutant Chronicles

During the demo I put on last night I used the Capitals for the first time. I played against Algeroth in a 7/7/7. We used victory zones with no points.

I used 2 ranger commanders, 4 ranger elite, and 2 marines. I won handily. The card that made the game for me was Trick shot. I took the command bunker immediately and that along with the cards buyback I was able to play it over an over. I moved my rangers in units and picked apart the Algeroth forces at range and from behind cover. It was brutal. Algeroth was only able to get one unit through my defenses (I screwed up and took one of my rangers off guard I shouldnt have). He killed one of my commanders but on my next turn I used a gold order and " fire at will" with my other ranger. (another fantastic card)

Overall I was very impressed with the Cap's. I am going to be using them more from now on. I want Mitch now!

This is a refreshing post after a first game. The usual reponse is "capital is suckors why oh why did they make this game so uneven." I'm glad someone got the feel of capital right away.

There is a good chance I will be using the Cap's for OP now. I am anxiously awaiting the latest warpacks now as I want to add the bronze rangers into the mix.

Thats the thing about Capitol. You can“t just go mindlessly barging in on the enemy (thats the same for every faction I guess). Thanks for the battlereport :)

Had my second go with the Cap's today this time against the brotherhood. The result was the same. Martian Banshee hunter played a big role this time by using the coordinated rush. Trick shot, fire at will, and Bait and switch all made grand appearances as well. The Cap's are devastating when used correctly and intelligently.

Capitol is indeed a very solid faction, once you've left the skirmish scale (victory zones coming into play...) and the badly designed starter force. Their synergy is just awesome. When playing against Capitol, perhaps (I don't have that much experience with them) Algeroth should try to surprise his opponent with command cards like Apocalypse. Not sure the card itself is great (triggering when you lose a unit...), but it can help slowing Capitol's advance and deny them those victory zones they seem to hold so easily... Invoke Terror could also be helpful in denying those annoying rangers clusters their stack of powers... Of course, never forget to bring a Gomorrian Emasculator to keep Capitolians on their toes early in the game...

All in all, I think it becomes harder to play Algeroth when the scale goes up, since the faction's weakness becomes more apparent (lack of range and flight - their big bases make them quite difficult to maneuver). Not that the faction undepowered, just that it becomes more challenging to play (which is a good thing in my book !). You have to use meat shields, and be prepared to lose some units while your army's main force come in close range, where Algeroth rules supreme !

I do not remember the name of the comm card that Algeroth has at the moment, but it does 1 damage to all adjacent enemies and allows you to move them two hexes each. (flow of acid maybe) But I now believe that card was made specifically for use against enemies with group bonuses like capitals rangers and the brotherhoods fury's. I guess that should have been obvious before, but I definitely see it being a necessary card now. The Apocalypse card would also be extremely useful for clearing pesky capitals out of the middle of the map after they have taken up position and pinned down firing lanes.

Yup, Dark Aura is a card of choice for Algeroth against a Ranger heavy capitol army... Flow of acid is also a must against packs of figs, but those two cards can only be used to full power once your units are in close range (since you don't have enough long range damage with Algeroth to use efficiently Flow of acid when you're not in close range).