Karak versus Karak!!

By Cyborgtrucker, in Mutant Chronicles

I played a 15/15/15 game of Legion on Legion with my friend Nathan tonight. We both had Karak and 1 Golem of Ice in each of our forces. Whoever struck first with them ended up winning. The Ice Token/Shattering Blow combo is just brutal. I've yet to figure a way around it. Even after loosing both Karak and my Golem I still managed to down Nathan's Golem, but his Karak managed to squeak out the win.

If you have any ideas on counter tactics I'd love to hear them!

This is my current Army list.

GOLD

  1. Karak
  2. Karak's Command Tent
  3. Necromutant Defiler
  4. Golgotha
  5. Shattering Blow
  6. Shattering Blow
  7. Shattering Blow
  8. Invoke Frenzy
  9. Invoke Frenzy
  10. Invoke Frenzy
  11. Token
  12. Token
  13. Token
  14. Token
  15. Token

SILVER

  1. Golem of Ice
  2. Ezoghoul
  3. Gommorian Emasculator
  4. Tekron
  5. Psychic Possession
  6. Chill Touch
  7. Freezing Wind
  8. Freezing Wind
  9. Freezing Wind
  10. Teleportation
  11. Token
  12. Token
  13. Token
  14. Token
  15. Token

BRONZE

  1. Technomancer
  2. Technomancer
  3. Necromutant
  4. Necromutant
  5. Exercise Flesh
  6. Void Walker
  7. Ice Storm
  8. Through the Void
  9. Summon Golem
  10. Token
  11. Token
  12. Token
  13. Token
  14. Token
  15. Token

Just a few question :

1) Have you played the 3 extra cards allowed by the Command tent ?

2) How behave this army with only 11 units and 16 order tokens ?

The ice token/shattering blow combo is an excellent one, but it is costly. Shattering blow is a one use gold rank command card, and your unit has to be adjacent. For now, there are two ways to put ice tokens on figs :

-freezing wind, a silver command card with no buyback, only playable by Karak for now. It has an excellent range, but doesn't have buyback either.

-The ice golem's icy touch (is this the right name ?), which needs you to use one action. So you have to use an action to attack, an action to put an ice token, and an action to use Shattering blow, which means the golem can't move durint the same activation. It's not that big a problem, thanks to summon golem.

It's an efficient combo, but it you won't be able to do it a lot of times in a game, because of its cost, and because Ilian doesn't have any card retrieving unit for now. We'll have to see other Ilian units to see if Shattering blow is overpowered or not... The fact that you can only play one command card per round also limits its power (you can't play Summon Golem and Shattering blow during the same round).

Once Mitch Hunter is out, he'll be able to remove "Ice tokens", thanks to his Advanced Recon power. Command cards preventing the use of command cards can also be useful... I'll have to test to find is there are more counters...

The obvious "command-counter" cards are always here, of course (as "Black Technology" from Dark Legion, but it's better spend this card with "Summon Golem") gui%C3%B1o.gif

Coral Beach said:

Just a few question :

1) Have you played the 3 extra cards allowed by the Command tent ?

2) How behave this army with only 11 units and 16 order tokens ?

1. Yeah I used the Tent's power, just forgot to add it. It hold the gold/silver/brone Karak card that enhance him during the game.

2. Extra tokens means buy backs are easier but early losses can bring defeat on quickly.