Blurpy The RABID

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  1. I'm working on writing up a post to cover this subject. I'll let ya know when I've posted it so that you can check it out.
  2. Thanks, yo! I appreciate the compliment, and I'm glad that my guide was helpful to you! There's still so much more involved in putting together a solid strategy in this game as the invader, but one needs to have a foundation to start from if you wanna succeed at all. I feel that this guide is a great building block for invader players who want to give the Marine players a run for their money. I've been considering maybe putting together a general invader strategy guide for each mission, but there are some missions that are just designed to let the Marines win. The Marines have to actively throw the match in order to let the invader win on some missions, so I dunno if it'd be worth writing such a guide. I'd want my guide to help out for every mission, but I just can't figure out what to suggest in those Marine-friendly missions. Bleh... XP If you ever have any questions, or if ya wanna share strategies or experiences playing Doom, feel free to message me! I love this game a lot, so it's a great pass time to me to just talk about it. =D
  3. Hey! That's my thread! I'm glad that you found it to be helpful! =D I've played this game with 1 marine, 2 marines, 3 marines and 4 marines. In my experiences, playing with 4 marines on a well-balanced mission will result in a well-balanced match. I'd say that either side (marines vs. invader) has a 50% chance of winning. The selected mission plays a key factor in determining if the invader has a fair chance at victory. Playing with 3 marines is the setup that I've had the least experience with, admittedly. Still, the game feels relatively balanced. Focus-firing on the wounded marines is still the fastest way to an invader victory, but the marine who gets to perform 2 main actions each round is the dangerous element that invaders should be very cautious about. Get too cocky, and the marines' team leader will wipe out your heavy hitters in one turn! Playing with 2 marines gets tricky. Sure, it's easier to focus-fire since there's fewer marines, but they got more health and they both get 2 main actions per turn! Hold no punches, and use every dirty trick you got f you want to win as the invader! The game is much more in the marines' favor here. Playing with only 1 marine is a waste of the invader's time. You're gonna lose. Your only hope is to slow the Solo Operative down. Only by having almost every figure on the board as you can manage and then hitting the marine with the Cyberdemon's Rail Cannon EVERY ROUND can you have any chance in Hell of actually defeating the Solo Operative. I have yet to manage a single victory against the Solo Operative, and I'm pretty sure that he's UNSTOPPABLE. o_O;;
  4. Indeed. Mobility is key to the Marines' ability to survive. As an invader, I have killed many a Marine who couldn't make a run for the nearest health pack or staggered demon because they chose to stay put and dish out some heavy damage. Action cards like Reposition, Charge (from the Static Rifle) and Spin-Up are crucial to any Marine with a heavy weapon and an itchy trigger finger.
  5. Heh heh heh!!! The good ol' Execution card! It's a pain sometimes to get things set up so that you can actually play that card. But when things work out in your favor, it's soooooo satisfying!! >=) I'm glad that you enjoyed the post! I hope to hear of more of your endeavors in wreaking havoc on the Marines. Rip and tear, good sir! >=D
  6. I reclmmend checking out my general demon strategies for pointers on how to use each demon type effectively. There's no one all-around perfect demon type; each demon type has its strengths and weaknesses, and need to be used together in a coordinated attack to ensure victory. Imps are terrible if used only by themselves; they serve much better as a harrassing nuisance that compliments stronger demons' attacks. Imps require too many resources to dish out any real damage on their own. A charged fireball combined with Hellish Power and Demonic Strength can be as nasty as a Gauss Cannon attack (except in range and its ability to ignore Shields), but those event cards would be better spent on a larger demon's attacks. Imps are better used for delivering Crippling Strikes right before a larger demon activates. Imps' attacks generally do lousy damage already, so dropping one red dice to stun a marine won't really make a big difference in regard to the expected damage output. What you want to do is make the marines fear when the Imp horde goes into motion. The Imps are like a swarm of wasps - they're easy to swat down if they get within reach, but they're evasive little bastards that distract the marines while the big boys move in to beat some ass! >=D
  7. Greetings all, I figured it would be worthwhile to post my write-up on general Invader strategies for the new Doom boardgame. I originally wrote this up on another boardgame forum, so my apologies if you've read this before. I've come to a point as an Invader player where I seem to win. A lot. It's kinda scary, actually. I've even tried playing against myself without bias, but to no avail (I'm starting to wonder if an advanced set of rules should be applied to this game when dealing with experienced Invader players...). I got this good by using the strategies listed below.So you’ve bought the newest Doom board game and have played it with friends a few times. Each time you decide to burden yourself by playing as the invader so that you can entice your buddies to give the game a try. And they do. Being new to the game yourself, you may have lost as the invader your first 1-2 times playing this game as the invader. But that’s all good, for good times were had by all…But then the more you play, the more callous the marine players become. Trampling all over your fragile demon horde while laughing maniacally. Rubbing salt & vinegar into the fresh wounds that they keep ripping into your ego as they make a joke of your attempts to take them down. You grow spiteful with a thirst that can only be quenched with the blood of their marine characters.Welcome to Tooth And Claw 101, my write-up on how to play as the invader and have a good chance of winning against 4 marines. Note that this write-up isn’t geared towards the near-impossible-to-stop Solo Operative 1v1 match-up; only use these guidelines when dealing with 3-4 marines at a time. Also, this is gonna be a looooooooong post, as there's so many moving parts for the invader to manage. You have been warned.-= General Strategies =- ========================- Rule #1: BE RUTHLESS. Any time that you have an opportunity to attack a marine, take it. Any time that you have a damage-enhancing or “+1 extra attack” event card to play, play it. If you ever get that rare opportunity to play a Cyberdemon’s Rail Cannon twice in one round (read on to find out how), TAKE IT! Don’t hold anything back when dishing out the pain to the marines, or they’ll hit you back twice as hard!- Rule #2: BE RELENTLESS. Never let up on your constant barrage of attacks to let the marines collect themselves. The moment that you let them catch your breath will be the moment that the marines turn the battle against you, so never EVER stop attacking them!- Rule #3: BE PREPARED. Seriously, playing as an effective invader takes a lot of preparation, planning, strategy and a decent amount of good luck. Play some of the missions on your own ahead of time to figure out what strategies work and which ones don’t. Each mission is a different scenario, and a strategy that works well on one mission won’t necessarily work well on another. I’ll need to write up another strategy guide for each of the Operation Guide’s 12 missions, so keep your eyes peeled.Your victory stands upon a four-legged stool; the four legs of this stool are your demons, Argent Power, your event deck, and strategy. If you're missing any one of these four elements, your stool is gonna fall over and your victory will shatter all over the floor. Victory sucks when it gets smashed due to your lack of preparation. Seriously, it's like a broken fluorescent bulb - just jagged painful shards everywhere. Ugh, it sucks... -= The Demon Horde =- =====================Your demon horde is the firepower that you’ll use to shred the marines to kibble, so it really pays to know how to use each of them effectively. Please refer to my write-up on Demon Strategies below to learn the basics on how to use each demon type to its fullest potential: As a rule of thumb, the fastest way to victory is to focus on killing the weakest marine on the field before focusing on another marine. Focus your horde’s attacks on the bleeder and crush him under your heel! Then focus on the next wounded marine. If you spread out your attacks among the marines evenly, they’ll stand a better chance of surviving your onslaught. Remember - what you lack in defensive ability can be made up for in sheer demonic quantities. Keep the horde well-fed with reinforcements so that the marines can never catch a break. OVERWHELM AND CRUSH THEM!!!- Summoning GuidelinesAlways, Always, ALWAYS have demons on the board whenever you can help it. Aim to have multiple figures of each active demon type on the board so that you have more options available whenever an invader initiative card gets flipped from the initiative deck. You need to keep the pressure on at all times, as that is your sole path to victory!Be mindful, however, of how many of each demon type you have on the board as you’re plotting out your summoning sequence! For example, if you’ve got a Mancubus on the board now, and you see an opportunity to summon two additional Mancubi next round from a single red portal token, you won’t be able to summon those two extra Mancubi ‘cuz the game only comes with two Mancubus figures. Summon some lesser demons from a blue portal until the marines kill off your active Mancubus.- Know Your DemonsDemon types can be broken down into two tiers - the lesser demons, and the greater demons. Each demonic tier is made up of four demon types; take note of their Special Defense bonuses: Lesser Demons: Demon Type Special Defense Bonus Avg. Damage Output Per Activation - Imp Dodge 2 damage (~3-4 damage Charged Fireball) - Possessed Soldier +2 Shields 3-4 damage - Cacodemon +1 Shield ~3-4 damage (5 damage Chomp) - Pinky +3 Shields 3-4 damage (~4-5 damage Bullrush) Greater Demons: Demon Type Special Defense Bonus Avg. Damage Output Per Activation - Revenant Dodge ~8-9 damage (~4-5 damage x2) - Mancubus +1 Shield ~4-6 damage (+2 damage Flamethrower) - Baron of Hell +2 Shields 4 damage (+~4-6 damage Grand Fireball) - Cyberdemon +3 Shields ~5-6 damage (+2 damage Missile Barrage x 3; +8 damage Rail Cannon) - Attack StrategyIn general, lesser demons should use “peek-a-boo” hit & run tactics - they should hide behind cover and stay out of the marines’ attack range. When they attack, they should move just within attack range to strike and then retreat back to safety. If they’re not mindful, they’ll become health piñatas for the Glory Kill-hungry marine who comes moshing into your horde with the frakkin’ Chainsaw.The greater demons (with some exception to the Revenant, who should also play hide & seek to increase its longevity) are generally the largest high-priority targets on the field. They’re easier to hit (the Large Figures ignore the rules for Cover), and most of them have Toughness, which automatically applies +1 Shield whenever they’re defending. Being large and in charge, they’re designed to absorb damage while they move into the battle. Once they’re in the fray, they use their powerful attacks to wipe the floor with the marines. Get in there and do some damage!- Regarding The Fc#kin' Gauss CannonA special note about the Special Defense bonuses on your event cards - NONE of them have a Dodge icon in their upper-right corner. Some event card sets have more Special Defense icons in their upper-right corners than other event card sets; these card sets are invaluable when it comes to dealing with a marine toting the dreaded Gauss Cannon.Only two demon types stand any chance against the formidable Gauss Cannon - the Imps, and the Revenants; note that these two demon types are the weakest of their respective tiers. All of the other demon types are generally screwed whenever a marine targets them with a Precision Bolt attack. The marine who wields the Gauss Cannon will most likely focus his Gauss Cannon attacks on the most problematic demons on the board. Use your dodgy demons to do your dirtiest work, as they’ve the best chance of actually avoiding the damned thing.-= Argent Power =- ==================Where your demons are your firepower, Argent Power is the ammunition that you load into your demons to wreak havoc on the marines. Argent Power is absolutely vital to getting the biggest bang out of your demons, and thus should be taken into high regard when carrying out your plans to eradicate the marine nuisance.You NEED Argent Power, and you need it all the time. Sometimes demons come with Argent Power tokens when you summon them; more often than not, however, you’ll usually be forced to discard event cards to acquire Argent Power. Since you’re forced to give up your valuable event cards for Argent Power, you’ll want to manage this expensive resource responsibly.As a quick guideline, here’s a list of the demon types in the order from low to high regarding their need for Argent Power, and how much they typically need per round: Demon Type Argent Power Priority (Amount Per Round Req’d.) - Imp Low (0-1 Argent Power per figure) *- Possessed Soldier Low-Medium (1 Argent Power per figure) - Cacodemon Low (0-1 Argent Power per figure) *- Pinky Medium (1-3 Argent Power for all figures on board to share) *- Revenant Medium-High (1-2 Argent Power per figure) - Mancubus Low-Medium (1 Argent Power per figure) - Baron of Hell Low-Medium (1 Argent Power per figure) *- Cyberdemon High (3+ Argent Power per figure) * = Demon types that should take priority over others when assigning Argent Power tokens. - General Guidelines To Managing Your Argent Stash- Unless you’ve got the perfect set of cards in-hand, aim to discard 2-3 event cards every round to acquire Argent Power.- It really pays to invest Argent Power for the next round by placing 1-2 Argent Power tokens on your invasion card. Do this every round so that your demons are always receiving some Argent Power.- Don’t stress over how you can’t supply every demon figure with Argent Power; unless you’re playing with the Infernal Sorcery event card set, you’ll always be starved for Argent Power. Use the lump three feet above your ass to figure out which demon types are most deserving of Argent Power (hint: give it to the demon(s) that will bring you victory!).- When appropriate, choose the summoning options on your invasion card that come with additional Argent Power tokens. These summoning options usually involve you having to summon fewer/weaker demons in order to gain that bonus Argent Power. Use these summoning options to supplement your already-active demon types with more reinforcements; since they also come with Argent Power, they’ll be a very welcome addition to your active horde!-= The Event Deck =- ====================Your event deck compliments your demon horde’s efforts to bring down the marines through indirect effects. It’s what allows you to strengthen your demon’s attacks, boost your demons’ chance of survival, and generally make life harder for the marines. It’s also your primary source of Argent Power, which is essential to maximizing your demons’ potential.The key strategy with your event deck is to only keep event cards in-hand that you plan on using for the current round, and play EVERY in-hand event card EVERY round. Cycle through your event deck as rapidly as possible to ensure that you’re always applying pressure to the marines!The following section will give an overview of each event card set (as I’ve interpreted them). Each event card set will be ranked based on the following criteria:- Purpose: What the intended purpose of this card set is designed to fulfill (at least, what I think it is; this is a how-to guide, not a board game design document =P).- Defensive Value: How much defensive value this event card set will bring to your event deck. I provide a range because Special Defense bonuses will vary depending on the demon that’s defending during any given attack. The higher the value, the better.- Composition: Which cards make up this card set, and how many of each there will be.- Throw-Away Cards: My suggestions on which cards to generally discard (unless you can foresee a situation where these cards can immediately help you).- Tactics: When & how to use each card in this card set; this section will also recommend when it’s best to discard a certain event card for Argent Power rather than hold onto it, when applicable.NOTE: When it comes to Defensive Value, I’m referring to how valuable the event card set is in providing decent defensive bonuses when you’re defending a demon. The potential results are +0 (blank), +1 shields, +2 shields, +3 shields (yeah Iron Skin!), and Special Defense (Sp. Def.). Since Special Defense varies depending on which demon is defending, I’ve listed each card set’s Defensive Value as a range.In general, the higher the Defensive Value, the better your chances of flipping a non-blank event card whilst defending a demon from an attack.-= Armored Offensive =- ----------------------------- Purpose: To assist in defending your demons from attacks & Glory Kills.- Composition: Demonic Resilience (x2), Iron Skin (x1), Unbreakable (x2), Unstoppable (x1).- Defensive Value: SOLID (+9 Shields total; avg. +1.5 Shields per card).- Throw-Away Cards: Any duplicate cards, and Iron Skin if you don’t have any Large Figures on the board.- Tactics: Demonic Resilience: Play this card to help keep any demon from suffering more damage.Unbreakable: It’s generally a good idea to play this one every chance you get it.Iron Skin: An invaluable defense card, but only useful if you’ve a Large Figure on the board. Discard it whenever you don’t have Large Figures in play.Unstoppable: Play this card whenever your tougher demons (i.e. Pinkies, Barons & the Cyberdemon) or your Revenants are attacked. It’s not really worth using on Cacodemons & Mancubi, though it can occasionally help you get out of a pinch.-= Blood Rush =- ---------------------- Purpose: To make it harder for the marines to get the jump on your demons.- Composition: Ambush (x2), Darkness (x2), Demonic Speed (x2).- Defensive Value: Low - Medium (+6 - +10 Shields total; avg.+1-1.67 per card).- Throw-Away Cards: Extra copies of Darkness & Ambush.- Tactics:Ambush: Play whenever you can! This helps to let you get the first turn(s) of the round, ensuring that you can do your damage before the marines put an end to your fun!Darkness: This effectively turns the terrifying Super Shotgun into a melee weapon by reducing its range to 1. This also changes most marine attacks (which usually sport a range of 5) to a range of 3 or less. This’ll make it much harder for marines to land their attacks effectively.Demonic Speed: Get your demons where they need to be NOW! Whether it be giving your Pinky enough movement points to do a drive-by skewering, or whether you need to hustle your chubby Mancubus into the fray, Demonic Speed will get you there. Discard extras of this card only if you don't have a need to hustle your demons along, or if you're desperate for Argent Power.-= Infernal Sorcery =- ---------------------------- Purpose: To supplement the invader with additional Argent Power & event cards.- Defensive Value: Medium to High (+8 - 11 Shields total; avg. +1.33-1.83 Shields per card).- Composition: Dark Pact (x1), Death Curse (x1), Devious Schemes (x2), Soul Harvest (x2).- Throw-Away Cards: Extra copies of Devious Schemes & Soul Harvest. You’ll want to keep damage-enhancing & defense-boosting cards in-hand, so feel free to dump extras of these cards.- Tactics: Dark Pact: Play Dark Pact whenever you need extra event cards. Play this card right after playing Devious Schemes to get the cards you really want! Just don’t make a Dark Pact with a marine who’s toting heavy weapons like the Gauss Cannon or Chainsaw. Note that once the Activation Phase begins, you can’t discard anymore cards in exchange for Argent Power; use Dark Pact to get yourself some more cards in-hand to do some more damage this round!Death Curse: Play this whenever ANY demon dies, and stick it to the marine with the most injuries. Make that marine your priority target, and punish them for letting their buddy kill one of your minions.Devious Schemes: Play this card before you play Dark Pact to set yourself up with event cards that you actually want in-hand for this round. If the next 3 event cards are not what you’re looking for, stick ‘em on the bottom of your deck. Then play Dark Pact and fetch your cards (the marines almost always accept your sinister deal >=D).Soul Harvest: Did something die? Profit from it!!! Note that you can play this card when a marine dies, as well! Gaining 2 Argent Power when anything dies can only help your cause!-= Power Overwhelming =- ------------------------------ Purpose: To hit the multiple marines HARD all in one go!- Composition: Hellish Power (x3), Explosive Blast (x2), Onslaught (x1).- Defensive Value: Low - Medium (+7 - +9 Shields total; avg. +1.17-1.5 per card).- Throw-Away Cards: Explosive Blast, and maybe Hellish Power.- Tactics:Explosive Blast: This card should only be played if the marines are foolish enough to stand adjacent to one another. Otherwise, discard it for Argent Power. This card is also completely useless if you’re playing against the Solo Operative.Hellish Power: Use this card whenever you see that you have a clear shot at the healthiest marine(s) on the board. Discard any duplicates ONLY if you don’t foresee any opportunities to play this card more than once per round.Onslaught: This is a safer variant to Ferocity in that it doesn’t involve one of your demons having to get close to a marine, and it doesn’t involve your demon becoming stunned. You must, however, target a different marine with your additional attack. This additional attack can be used against an adjacent marine, and you can move in between these attacks if you’ve the movement points to spare. This card is ideal for use with Revenants. Wreak havoc on the marines! This card is useless, however, if you’re playing against the Solo Operative.-= Savage Strength =- --------------------------- Purpose: To bring the Pain Train to the station situated right up the marines’ nacho chutes! WOO-WOOOOOO!!!- Composition: Demonic Strength (x3), Execution (x1), Ferocity (x2).- Defensive Value: LOW (+4-+6 Shields total; avg. +0.67-1 per card)!- Throw-Away Cards: Extra copies of Demonic Strength, and Execution (usually).- Tactics:Demonic Strength: This card is a damage-enhancing card, and you should use it often. Combine it with Hellish Power to make for a really mean opening attack against the healthiest marine! Whee!!!Execution: This card lets you kill ANY marine (even the feared and hated Solo Operative) if they’ve suffered 8+ damage, AND it rewards the lucky demon with some Argent Power! It’s tough to use this card unless you’re able to corner the most injured marine, but MAN is this card satisfying to play!!! Discard it if you draw it in the first round, as you usually won’t be able to dish out that much damage so early in the game (unless you play your cards right).Ferocity: This card is arguably one of the NASTIEST event cards you can play! But it comes at a risk - the attacking demon will become stunned after it performs its additional attack. This makes Ferocity the “balls to the walls” attack card; use it when you’re willing to risk losing a demon to ensure that a marine dies! Note that you CAN move in between these attacks if you’ve got movement points to spare, so be creative in how you plan to use this event card.Play Ferocity with a demon that can dish out a lot of damage - especially if it’s near death. If it’s gonna die, you may as well let it go out in a glorious flurry of swipes and kicks!Ferocity is just like Onslaught except that you’ve the option to attack the same marine again! Use it as your “double-tap” to make sure the wounded marine dies!Like Onslaught, you can also attack another marine after playing Ferocity. Ferocity doesn’t say that the additional attack must target an adjacent marine figure, so let your Cacodemon belch a stunning Plasma Tether attack at another marine after you gobbled up his buddy!Use Ferocity to let your Revenant squeeze off a THIRD attack! Just be sure to get your Revenant out of harm’s way before its activation ends!Use Ferocity to let your Pinky strike a target twice with its Bull Rush damage (it’s legal as long as the target wasn’t adjacent to your Pinky when it activates!).Use Ferocity to get an extra melee attack out of your Baron of Hell when it’s moving in for the kill.The nastiest thing you can do with Ferocity is allow the Cyberdemon to fire its Rail Cannon TWICE in one round! If your Cyberdemon has at least 4 Argent Power, then do everything in your power to end its activation adjacent to another marine. At the end of the round, target the adjacent marine with its Rail Cannon attack, and THEN play Ferocity!!! You’ll be able to fire the Rail Cannon again, most likely targeting another marine (Rail Cannon is VERY difficult to survive!).-= Seek And Destroy =- ---------------------------- Purpose: To make hitting marines with your attacks easier (and to get the Metallica song of the same name stuck in your head).- Composition: Crippling Strike (x2), Demonic Precision (x3), Paranoia (x1).- Defensive Value: Low - Medium (+6 - +10 Shields total; +1-1.67 Shields per card).- Throw-Away Cards: Demonic Precision.- Tactics: Crippling Strike: This card will serve you well when using your demons' weaker attacks (including the Cyberdemon's Missile Barrage). Use this whenever an Imp attacks a marine! Imp attacks are pretty negligible in most circumstances, so turn them into your ranged tazer units! Also, use this card when you have no Cacodemons with Argent Power on the board.Demonic Precision: Only really useful if you’re having bad luck with your dice rolls today. Otherwise, discard them for Argent Power whenever possible.Paranoia: Use this card to hide a marine’s action card on the bottom of their deck if it’s got a high defense bonus, or if it’s something you really don’t want them to have in-hand when they activate again.-= In Conclusion =- ====================Well, there you have it - my long-winded set of recommendations and general strategies for playing as the invader. Granted, I could never hope to think of every possible scenario and come up with a strategy for this post (it'd also take me forever to write it up). So experiment with these ideas and combine them with the things you've already learned on your own. This is by no means the end-all be-all of how to play an invader; I'm sure some of you have probably thought of better strategies than what I've written here. Feel free to post your favorite strategies here for others to learn from!Good luck out there, and GIVE 'EM HELL!!!
  8. Greetings all,It was suggested that I put together a post of some of my best demon attack strategies for the new Doom boardgame. So here it is. Sorry if it's a bit long-winded, but I figured it'd be a fun read for anyone who's passing the time while on break at work and such.If you guys have any favorite strategies, or if you think I'm missing the point with a certain demon type, please feel free to comment. Let's have fun discussing how to kill off them pesky marines. -= Imps =- ----------- Role: Light Harassment; Hit & Run Distractions.- Strengths: Imps gain a speed boost after they attack. They've also got a Dodge icon for their Special Defense. This makes up the totality of their durability - Imps are best left unscathed and out of the marines' reach.Imps also have a Charged Fireball attack which you can use to remind the marines that they shouldn't disregard the Imps entirely.Lastly, Imps have numbers; Imps usually spawn in groups of two or three. The more Imps you got on the board, the more l'il bastards that you have to annoy the marines.- Weaknesses: Imps are fodder, plain and simple. Any kind of damage that they take will stagger them if it doesn't outright kill the l'il *****. They're ideal sources of Glory Kill cards & free health for any marine wielding a chainsaw. It's a bad day for an Imp who can't get away from a marine.On top of this, the Imps' attacks are pretty lousy. Most of an Imp's attacks will be negated by the marine's defensive card reveal, so some marines may just choose to ignore them. A Charged Fireball is only a slight improvement over the Imp's regular fireball attacks.- Argent Power Priority: Low or Medium. Unless you have a metric ****-ton of Imps on the board, don't spare any more than 2 Argent Power on the Imps. If you DO have a metric ****-ton of 'em, then 4+ Argent Power should probably do you good for starters.- Recommended Event Cards: Crippling Strike, Hellish Power, Demonic Strength, Onslaught.- When To Activate: Early. Use the Imps early in the round to pester the marines and re-position themselves behind cover before they retaliate.- Tactics: Imps aren't the most efficient demons to inflict damage with. Imps serve better as delivery systems for certain event cards, like Crippling Strike. Use Imp attacks to stun the marines so that their attacks are weaker, or in anticipation of a follow-up attack from a bigger demon.If you've a large horde of Imps, alternate between having one Imp stun a marine, and then another Imp hitting the stunned marine with a Charged Fireball. Add damage-enhancing cards to make this sucker-punch attack hurt!ALWAYS keep your Imps around 6-7 squares away from the marines. You want to move them in only close enough to attack at their maximum range, and then retreat back to safety behind cover. Hiding Imps amongst Possessed Soldiers is a solid deterrent for keeping pursuant marines at bay.-= Possessed Soldiers =- ------------------------- Role: Suppressive Fire; Out-Of-Turn Punishment.- Strengths: The primary strength of Possessed Soldiers is their Overwatch ability. Attacking marines in response to their attacking any of your demons is invaluable given the shoddy nature of your horde's health plan (they don't have one).Possessed Soldiers have the Muscle Memory ability, which lets them re-roll any single dice during their attacks. Use this to boost their damage output (hint: always re-roll the black dice).- Weaknesses: Possessed Soldiers, like Imps, are instant health piñatas for any marine sporting a chainsaw. They're also slow, making them a little difficult to keep away safely from the marines.- Argent Power Priority: Medium. As long as there is at least one Possessed Soldier, you should always keep it stocked with Argent Power. Use Overwatch religiously!- Recommended Event Cards: Any.- When To Activate: Early in the round. Keep the Possessed Soldiers out of the marines' immediate reach, and set them up to maximize their area of effect with Overwatch.- Tactics: Always have Possessed Soldiers loaded with enough Argent Power to wear down any marine with an itchy trigger finger. Keep your Possessed Soldiers out of easy reach (just like your Imps), and make sure that each Possessed Soldier can provide cover fire for your other demons.Place Possessed Soldiers in each corner of a room to create a "safe zone" where other demons can retreat to. Any marine that comes barreling in with guns blazing will be shot up repeatedly by your Possessed Soldiers. Make them fear shooting their weapons brashly!-= Cacodemons =- ----------------- Role: Floating Stun Bombs; Coup-De-Grace Delivery System.- Strengths: Cacodemons have the Flying ability, making movement a breeze. They also pack a NASTY Chomp attack (as powerful as a Cyberdemon's primary attack!). Be CAREFUL - using the Chomp attack requires your Caco to get real close to a marine. Take a bite out of a marine's ass ONLY IF you think you can kill him off!Their Plasma Tether ability allows them to stun marines whenever they attack. Use this to set up the marines for your heavy attackers!- Weaknesses: Cacodemons are still on the weaker end of the spectrum; chainsaw-wielding marines froth at the mouth when they spot injured Cacos floating about. On top of that, their ranged attack damage is kinda meh (equivelant to an Imp's Charged Fireball). Rolling 2+ blanks is never a fun time.- Argent Power Priority: Low to medium. Spamming Cacos' Plasma Tether will prepare the marines' anuses for a proper fisting that only your stronger demons can provide. But don't put all of your Argent Power on just the Cacos; remember, they're still quite squishy.- Recommended Event Cards: Hellish Power, Demonic Strength, Onslaught, Ferocity.- When To Activate: Right before you activate your heavy-duty demons. Stun 'em good!- Tactics: Keep your distance, and pelt the marines from your maximum range. Use Plasma Tether when you're planning to hit a marine with another bigger demon; make sure that the marine has already had his turn so that he can't shake the stun effect!If you've multiple Cacos, stun a marine with one Caco, then move the other Caco in for a Chomp attack! Use the Ferocity event card to Chomp him twice if he's really close to kicking the bucket!When the marines come a-chargin', then retreat into solid red obstacle territory to avoid Glory Kills. Lead the marines into a Possessed Soldier ambush, if you can manage it.-= Pinky Demons =- ------------------- Role: Pain Train; Bullet Sponge.- Strengths: Pinky demons are TOUGH. Their Special Defense is +3 Shields, and their Armored Hide adds another +2 Shields. Play the Unstoppable & Demonic Resilience (+1 Shield) event cards along with the expenditure of an Argent Power, and your Pinky just shrugged off 6 damage! Pinkies can literally shake off the damage suffered from a Rocket Salvo attack! That's frakkin' NUTZ!!!On top of this, Pinkies hurt! Their Bull Rush ability increases their damage when they go running in for an attack. Pinkies are bad news for the unwary marine.- Weaknesses: They've got **** for range (1 square). This means that you have to put your Pinky in the line of fire in order to dish out damage. This can be bad for your Pinky's well being, especially if it's wounded or staggered.Pinkies are also a drain on your hand of event cards. Keeping them alive is expensive at times, so you'll need to be very mindful of your resources when deciding whether or not a Pinky should charge in and risk taking a pounding.- Argent Power Priority: Medium. Make sure your Pinkies always have a reserve of at least 2+ Argent Power. It'll help them survive the pummeling that they'll likely bring upon themselves.- Recommended Event Cards: Demonic Resilience, Unstoppable, Hellish Power, Demonic Strength, Ferocity, Demonic Speed.- When To Activate: Before your heavy hitters activate. Draw away the marines' heavy attacks so that your bigger demons can get closer to work their magic.- Tactics: Put your Pinky behind cover to avoid any early attacks. Use hit & run tactics to perform a drive-by attack; duck back behind cover after Bull Rushing a marine, if you can help it. Use Demonic Speed event cards to help your Pinky haul ass back to safety.Use your Pinkies to draw marine attacks away from your heavy hitter demons by harassing the **** out of the marines. Be sure to increase your attack damage with damage-enhancing event cards. Always have defensive event cards in hand to assist in protecting your Pinkies from harm.-= Revenants =- ---------------- Role: Raging Lunatic Neighbors In The Apartment Next Door Who Have Nightly Moshpit Parties At 3 AM!!!- Strengths: Revenants are your trump card. They're like wasps - they **** **** up wherever they go 'cuz it's their job. And they LOVE the work that they do!Revenants fly, just like the Cacos. They also have the Assault ability, which lets them attack twice per activation. Revenants are great for focus-fire attacks on a wounded marine, or for spreading the love and hitting two separate targets in one go!Their most devastating ability is their Homing Rockets attack! It sets up a marine for failure so that your next attack will hit right where it hurts. Wheeeee!!!- Weaknesses: Revenants only have 8 HP, so they're glass cannons. And given the amount of damage they can do in one go, they're usually high priority targets. Keep them hidden behind cover if you want to keep them alive!- Argent Power Priority: Medium. Homing Rockets are soooooo good! Use 'em with abandon!- Recommended Event Cards: Any (especially Onslaught).- When To Activate: When it's time to ruin a marine's day. Revenants are great for opportunistic strikes, as they excel at making their attacks count.- Tactics: Peek out of cover, crack open a can o' whoop-ass, duck behind cover, repeat. Let your imagination run wild with how you want to inflict a Revenant's onslaught! Stun attacks, enhanced damage, all of the above! Be a real prick with your Revenants. Just take care to keep them alive so you can do it all again next round! >=D-= Large Figures =- -------------------This section is universally applicable to any demon type that's considered to be a Large Figure. This applies to any demon type whose base is larger than one single square on the map (i.e. the Mancubus, Baron of Hell, and the Cyberdemon).- Strengths: Large Figures can throw their weight around to displace smaller figures, as well as ignore most terrain-based obstacles. They're also tough, getting an automatic +1 Shield every time they defend against an attack.- Weaknesses: Large Figures never gain the benefit of cover when being attacked; the attacker need only to confirm line of sight when targeting the Large Figure for an attack. This reduces your chances of lessening a vicious attack in the case where you flip an event card with little to no defensive value.Large Figures can only move orthogonally (not diagonally), which can be quite a nuisance when you're trying to get your Large Figure within attacking range of a marine.A downside to being able to displace smaller figures is that all of your demons will be adjacent to one another. Beware when a marine sporting a Super Shotgun, grenade, Rocket Launcher, or BFG 9000 approaches, as his one attack will almost certainly hurt/kill many of your demons!- Tactics: Use Large Figures to block off doorways and hallways, making it difficult for marines to pass through and escape. Have Large Figures end their movement on top of smaller figures so that you can push your lesser demons into an advantageous area; use the same tactic to try and displace marines into a corner.If you're not ready to face the music in the arena, keep your Large Figure out of the marines' line of sight! No cover = no extra chances to defend a Large Figure's giant ass.If your Large Figure is severely wounded and/or staggered, it may be hard to get away. If such is the case, prepare to lose your Large Figure in a last-ditch attack where you go all out. It's better to die swinging than it is to die running like a big baby. =P-= Mancubus =- =-------------- Role: Area Denial; Slow-Moving Wall Of PAIN!!!- Strengths: In addition to being a Large Figure, the Mancubus has formidable firepower. Their regular attack is pretty decent, and the ability to re-roll any number of dice really helps to increase their damage output. Just be sure that your target isn't adjacent to you when you attack!The Mancubus also has its Flamethrowere ability, which covers a 6-square x 6-square area and inflicts 1-3 damage to every marine that couldn't get away fast enough to avoid this attack! It's bad news when a Mancubus enters the room.- Weaknesses: In addition to being a Large Figure, a Mancubus is sloooooooow. If they start off too far away from where the fight is, it'll take the Mancubus at least 2 rounds to join the party.- Argent Power Priority: Low to Medium. It depends on how close to the marines that you can summon your Mancubus. If your Mancubus can start off close, then give him 2+ Argent Power. If it starts off too far away, give it only 1 Argent Power.- Recommended Event Cards: Iron Skin, Onslaught, Explosive Blast, Hellish Power, Demonic Strength, Demonic Speed.- When To Activate: Middle to late in the round. The Mancubus tends to block off pathways for smaller demons, so let the little guys get into positions first before letting big fatty do his tap dance on the marines' asses.- Tactics: Get your Mancubus' fat ass in the middle of as many marines as possible, and BURN THEM ALL!!!!!!! Remember, the Mancubus is too slow to do any elaborate footwork. Just choose the most direct route towards the nearest marine(s), and get waddlin'!If possible, let your lesser demons set the marines up with stun attacks, and have your Mancubus pound 'em into the pavement. It'll make the Mancubus' job MUCH easier.Use event cards like Explosive Blast to help spread your Mancubus' chubby looooove all over the marines' asses. ( ͡° ͜ʖ ͡°) Damage-enhancing cards will make the marines appreciate the Mancubus' warm embrace, as it's quite easy to do as much damage as a Gauss Cannon here.At the end of the Mancubus' activation, be sure to spend an Argent Power and set the entire room on fire! Mwa ha ha ha ha haaaaa!!!!-= Baron of Hell =- -------------------- Role: Bruiser; Big Bully; All Around ****-Kicker.- Strengths: In addition to being a Large Figure, Barons of Hell pack a helluva punch! Their melee attack deals as much damage as the dreaded Magnum Shot. If the Baron starts its activation next to a marine, it can discard all of its movement points to pummel the marine twice in one activation. OUCH!The Baron also sports a Grand Fireball, which is rather significant. It's as deadly as a Mancubus' ranged attack. And since it's an Argent Power ability, you can use it in addition to the Baron's regular melee attacks.One of the Baron's biggest advantages, however, is its Vengeful ability. Every time a Baron gets attacked, it gains 2 movement points that it can use right then and there - even though it's not the Baron's turn to act!- Weaknesses: In addition to being a Large Figure, the Baron lacks ranged attacks unless it has Argent Power. This runs the ever-existing risk of having to be too close to a marine to attack, which also runs the risk of becoming a Glory Kill patron.- Argent Power Priority: Low to Medium. Depending on how many Barons you have on the board, you'll only need to assign 1-2 Argent Power per Baron at the time of summoning. Keep him equipped with at least 1 Argent Power per round if he makes it to round 3+.- Recommended Event Cards: Iron Skin, Ferocity, Onslaught, Execution, Explosive Blast, Hellish Power, Demonic Strength, Demonic Speed.- When To Activate: Whenever you can beat down on a marine or two.- Tactics: It's the mudder-flubbin' Baron of Hell!!! The first boss demon of the original Doom series! These guys can take a beating, and they dish it back out in dividends!Whenever the opportunity presents itself, move the Baron closer to the nearest marine. This applies in ALL circumstances. The Baron of Hell can do the most damage possible if it can begin its activation adjacent to a marine.If a marine attacks your Baron and your Baron is not staggered, then use the Baron's 2 free movement points to close the gap between it and the nearest marine(s). Chuck Grand Fireballs while you're moving your Baron towards the marines during every activation. Always be doing damage when your Baron is active.Speaking of which, ALWAYS use damage-enhancing event cards whenever possible to maximize your Baron's damage output per attack. Bring the PAIN!!!If you can begin your Baron's activation next to a marine, follow this attack combo in this order:1.) Open up by smacking the marine with the Baron's standard attack (2 Black dice).2.) Use the Baron's Beatdown ability to perform a second standard attack (+2 black dice).3.) Play the Ferocity card, and perform a third standard attack against the same marine (+2 black dice) (NOTE: your Baron will become stunned after this attack).4,) Finish off your nasty combo by spending 1 Argent Power and throwing a Grand Fireball into the marine's face (+4 red dice, -1 red dice due to stun)!!! This will shake off the stun effect (if you didn't already have another marine to attack via Onslaught, that is).5.) Optional: If another marine is within reach, play Onslaught and slap that marine, as well!!!This attack combo will ruin a marine's day if he somehow survives it. Use it often to strike fear into the marine players whenever they see you summon Hell's bruiser brother, the Baron of Hell!!! >=DIf a marine attacks your Baron and your Baron IS staggered, then use the Baron's 2 free movement points to keep your distance! Remember, the Grand Fireball has a range of 6, so you can have your Baron hang towards the back of your demon horde and pelt marines with its nasty fireballs!-= Cyberdemon =- ----------------- Role: Big Daddy Dreadful; The Game Ender; "OHSHITLOOKOU-"- Strengths: In addition to being a Large Figure (the biggest, actually), the Cyberdemon is the most devastating demon in the horde. It also has the most attack options, making the Cyberdemon your trump card to ruining the marines' plans on winning the game.Its standard attack is nasty; it hurts like a Super Shotgun, and has a range of 2. It also has a Missile Barrage attack (costs 1 Argent Power) which can strike up to 3 targets.Lastly, there's its Rail Cannon ability. For 2 Argent Power, the Cyberdemon can make an attack at the end of the round which will usually outright KILL a marine in a single shot!!! Big Daddy's not f*cking around anymore, chumps!- Weaknesses: In addition to being a Large Figure, the Cyberdemon is guaranteed to be the marine's top priority to bring down ASAP. The Cyberdemon's sheer size makes him the easiest thing to hit next to the broad side of a barn. Expect to have the marines pummeling your Cyberdemon as soon as you place it on the map.Also of note, the Hologram is the Cyberdemon's worst nightmare. How, you may ask? It's simple - if a Hologram is near your Cyberdemon at the end of the round, it won't be able to target a marine with its Rail Cannon attack. You could certainly use the Rail Cannon to destroy the Hologram, but that'd be a terrible waste of such an overpowering attack.- Argent Power Priority: High! This demon requires a lot of Argent Power to use to its fullest potential. Make sure it has a minimum of 3 Argent Power at the beginning of each round.- Recommended Event Cards: Ferocity, Onslaught, Execution, Crippling Strike, Explosive Blast, Hellish Power, Demonic Strength,.Iron Skin, Demonic Speed.- When To Activate: Whenever you can damage as many marines as possible; preferably later in the round when at least a couple of marines have already had their turn. This'll keep them from being able to run away from your Rail Cannon attack!- Tactics: Whenever you're not activating your Cyberdemon, use your other demons to distract the marines from attacking your Cyberdemon as best as you can! You want your Cyberdemon to survive long enough to pull off his big attacks.I've found that the best set of actions for the Cyberdemon is as follows:1.) Move to within 4 spaces of as many marines as possible, then hit them all with a Missile Barrage.2.) Move to within 2 spaces of most injured marine(s) as possible, and hit 'em with the Cyberdemon's standard attack.3.) If you've any remaining movement points, position the Cyberdemon so that he'll likely be within line of sight of as many marines as possible when the end of the round occurs.4.) At the end of the round, hit any marine with light to moderate damage (or the marine with the Gauss Cannon and/or the BFG 9000) with the Rail Cannon!!!There are little tricks to each phase of the Cyberdemon's attack to maximize your Cyberdemon's efficency. Read on to see what I mean.In regard to the Missile Barrage, use event cards to enhance this attack! By itself, the Missile Barrage actually sucks; it usually does little to no damage on its own. It's the strategic use of event cards that make the Missile Barrage a terrifying tactical strike.Play damage-enhancing event cards to make it do some actual damage. Play Crippling Strike to stun the least-injured marine. Play Explosive Blast if two marines are adjacent to one another. F*ck 'em up!!!When you move your Cyberdemon in for his standard attack, hit the marine that you stunned with the Missile Barrage & Crippling Strike combo for maximum damage! If you have Onslaught & Ferocity, play those event cards so that you can hit more marines with your devastating standard attack! Show no mercy!!!Lastly, be mindful of where you place your Cyberdemon at the end of its activation; you want to maximize your visibility so that you can hit someone with your Rail Cannon!Just be wary of the marine with the Hologram; make sure you activate your Cyberdemon AFTER that marine has had his turn! If he had his turn before your Cyberdemon activated, use one or two of your Missile Barrage attacks to destroy it before you use your stronger attacks on the marines.Well, there you have it. I've been working on this post for a little over a week now. I hope that it didn't drag on for too long. Let me know what you think, and I'll make changes where appropriate. Also, share your own favorite tactics! =D
  9. My preferred loadouts will vary depending on the type of mission that I'm playing. My favored loadout would be the Static Rifle & Burst Rifle. The Static Rifle serves 3 purposes at once. First, it lets me dig through my deck for another action card that I might want. Second, it lets me move a LOT. Third, the Charge > Charge > Discharge combo makes this weapon hurt as much as a single Rocket Launcher blast (albeit without the nasty splash damage). The Burst Rifle helps out with serving 2 purposes. First, its Three-Round Burst cards have a range of 6, which allows you to attack a Possessed Soldier without worry of triggering its Overwatch ability. The second purpose is the Magnum Shot; there's nothing like giving a big F.U. to the dirtbag demon that decided to attack you! >=D If the mission calls for Guard Duty or something where more firepower is needed over movement speed, then I'll go for either of the Shotguns in my first weapon slot. My second weapon slot will depend on what my other marine buddies are toting. If someone's already got the Heavy Assault Rifle or Super Shotgun, then I'll grab the Plasma Rifle (yeah team combo attacks!). If not, then I'll settle with the Heavy Assault Rifle or Burst Rifle.