Anatomy of a List

List construction is a deep topic that persist throughout a game's lifetime at both competitive and casual levels of play.  What Monsters to pair, which Buildings to buy, and what Units are worth taking fluctuates with current meta conditions, but a few thing remain constant.  One of the biggest strengths of this game is that there are NO bad options, truly.  You can play with any list load out you like and still win games.  This blog focuses on top level competitive considerations, but you don't need to play my way to have fun.  Let's explore some general concepts that persist independently of new releases and meta considerations.

Monsters

The core of Monsterpocalypse is the focus on giant Monsters smashing through a city as they tear each other apart.  Here's the first decision you make when starting a new force or building a list.  They're the biggest coolest models and have the largest impact on everything else.  Most Monsters can be split into a Carry or Support role, but there's also designations for Unit-Focused  and Monster-Focused skill sets.

A Monster-Focused Carry example is Gorghadra.  He hits hard, generates a ton of Power Dice, and is perfectly happy chaining Monster turn after Monster turn as long as he's got the juice to do so.  His buddy Rogzor is an example of a Unit-Focused Support because he's there to disrupt the enemy power base and letting his Belchers do some of the work.

Unit-Focused Carries are Monsters like Terra Khan that have high impact rules for their units, but still need to do the work themselves.  Monster-Focused Supports are Monsters like Ares Mothership that have a really helpful kit to assist with your Monster turns.

A well balanced list will typically have a Carry and Support paired together, but the most important thing is to have a plan.  As long as you're thinking about why you've chosen the Monsters you did and building around your strength you'll have success.

Units

Sometimes your Monsters will dictate your units, sometimes not, but there are a few things that are more or less universal when building a list.

- 3 Fliers.  You'll need these to capture buildings while standing on Impassable Terrain.  Maps will fluctuate a bit and it doesn't matter WHICH fliers you bring, but you're never going to want a 20-Unit melee force.

- 3 Node-Cappers: These are your Power Pods, Crawlers, and Meat Slaves.  Obnoxious units to remove that can sit on objectives and never move again.

- 1 AoE Solution:  Explodohawk or the new Shinobot Gunner are the current Destroyer options.  These units are really nice to have to punish your opponent when they inevitably need to clump together for that big combined attack.  Some games you might never use them, but they're still working to keep your opponent in sub-optimal positions with their threat.

- 3+1 Rearguard:  Every list needs a set of Units for Turn 1 Capture.  I like to bring 3 grunts and an elite of my Unit of choice.  The inclusion of an elite here lets you threaten enemy Monsters that stray too close to your power base.  Chipping in 1 or 2 damage can be the difference between a win and a loss.

- 5 Retinue: I like to include these retinue Units in my Monster write-ups.  These are the 5 Monster-specific models that you take to work well with the specialized rules and synergies they bring.

- 4 Flex: These are the rest.  Lists can never be completely cookie cutter and this accounts for specific solutions and personal preferences.

Buildings

4 Core: This will make up your power base.  You can effectively protect and hold about 3-4 Buildings for the early part of the game.  This should include at least 1 Power Dice generation building, and at least 1 Faction Unit discount building.  Martian Command Posts and Harbinger Comets are good examples.  I also personally like at least one building to help with positioning and movement like the Industrial Compound and Mount Terra.

3 True Neutral: Presently these are your Downtown Highrises, Apartments, and Power Plants.  Buildings that can go anywhere on the map and don't provide huge benefits other than taking up space.  Power Plants are especially nice because they have both offensive and defensive uses depending on where you place them.

3 Center Support: Buildings like the Void Gate, Corporate HQ and other "good not great" buildings.  These should not make up a core part of your strategy, but are nice to have access to in the center of the map within easy reach.

2 Flex:  Like with Units, there's always some specific list-dependent flexibility.  The last two slots are for personal preference.



I've been working on some exciting stuff that I can't wait to show everyone.  Video editing is nearly complete on my first battle report series, and should be up by Friday, if not this weekend.  On the hobby side of things I'm nearly finished painting up my clear resin "Hyper Gorghadra".  I tried a few different techniques with the model to showcase how they behave with the material.  PP should have more of them available for Gencon, so if you missed out at Lock and Load try to find a ninja!

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