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So at the end of part 2 I teased that we would look at a creature that might give even the Quake Dragons some issues..............what I didn't mention is that not only does this creature give the Quake Dragons issues, depending on which version comes up , this creature might take some of the fight out of most of the Creatures that appeared in my top 5 creatures (from my Dealing with the Demons).
This creature is the Troll Behemoth.............lets look at the die..........
1/2/2* (Quiddity sides)
1 4 l2 5 l3. 6 (Creature sides)
* 2 l.. 3 l...6
The first thing you should note is that the Troll Behemoth's * ability appears on only two sides, one is his Lv1 creature side and the other is on one of his 2 Quiddity sides. This means that you won't necessarily need to summon him (or roll a creature side) for some good effects to be available. The other thing of note is that his attack numbers put him in some levels we haven't seen much of. Before Quarmageddon we saw only 2 creatures that could reliably (yes, Ooze, I'm talking about you!) produce an attack over 4. Those two creatures were the Demonic Overlord (who tops out at a 10) and the Quake Dragon (who tops out at an 8).........the Troll Behemoth (who tops out at a 6) along with 2 other creatures (who we'll be looking at in part 4) fill that gap so there isn't the gab in attack ability that we had been used to. So he's a very reasonable attacker.............and that's before we even look at this individual abilities.
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Troll Behemoth (Cost 6/Glory 3)
When Troll Behemoth is summoned, each of your opponents with only one Creature in their Ready Area must rotate their Creatures to a Lv1 face of their choice, ignoring any 'when summoned' abilities.
* Each of your opponents must rotate one of their Creatures down 1 level, if possible, ignoring any 'when summoned' abilities.
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So right off the bat, this version of the Troll Behemoth is in the running for the new King of 1 on 1 battles. Unless your creature has Immunity (or some other ability like the Ghostly Spirit to be 're-summoned') or there is some funny spell business going on, your opponents creature is going to be destroyed...........I say that because, currently, there are only 3 creatures in the game that has a higher than 4 defence (the Defender of the Pale, the Questing Wizard and the Demonic Overlord) before abilities are considered and all of those only have a 5......so they will only survive this Troll Behemoth on his Lv1 side. Even the Mighty Witching Hag who used to be unbeatable 1 on 1 is now defeat-able.
The * ability will see most play when there are groups of creatures to face and could really change some #s and possibly change some abilities as well.
If you see this guy on the table seriously consider getting him into your dice pool...........you should also try to add even more creatures to your dice pool than normal to help prevent only having 1 creature for the Troll Behemoth to stop when he comes out.
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Strong Troll Behemoth (Cost 6/Glory 3)
When Troll Behemoth is summoned, destroy all Creatures in all Ready Areas (including your own) that have a cost of exactly 8. When Troll Behemoth is in your Ready Area you can't summon Creatures that cost 8.
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* You may destroy one Lv3 Creature.
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Yup. There are currently 10 different creatures cards (2 Quake Dragons, 2 Demonic Overlords, 2 Questing Wizards, 1 Ooze, 2 Lords of the Quarry and one more creature that we'll look at in part 4) that cost exactly 8........and almost all of them are considered some of the most powerful and problematic (looking at you Strong Quake Dragon!) creatures in the game. You summon this creature, unless they are granted Immunity (as none of them boast it themselves) they just go away. Problem solved.
Heck, the * ability to destroy a Lv3 creature helps for those tougher challenges that come up but don't appear on creatures that cost 8..................some creatures capable of rolling a Lv3 side can sport Immunity so they will be protected.
So should you get this creature? Yes.
Should this creature make you reconsider capturing that powerful 8 cost creature? Yes. Most definitely yes.
Should you be expecting to see this version of this creature in the top 10 creature list you're putting together, Traitor? :speechles
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Mighty Troll Behemoth (Cost 6/Glory 3)
When Troll Behemoth is summoned, each player (starting with the active player and gonig clockwise) must cull a die that cost of 1 or greater from their Used Pile (if any), and then capture (for free) one die of lower cost from the Wilds.
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* Each of your opponents must add all Basic Quiddity Dice in their Used Piles to their bags.
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You might be noticing a trend. Just like the Witching Hag........all of the Troll Behemoth's are good. In fact there are only 3 creatures in the game that I consider buying a good idea regardless of double checking what version it is (the Witching Hag and another creature we'll be looking at in part 4).
This Troll Behemoth's * ability is a silver bullet to the Ghostly Spirit (who I had as # 2 of my top creature list as of Rise of the Demons!). Formerly, if you had enough Basic Quiddity dice in your Used Pile your opponent was not going to be able to destroy your Ghostly Spirit enough to prevent them from scoring.............not anymore. If this ability comes up you can keep that Ghost from scoring.
That's the big news most people should notice about this ability. But what doesn't stand out right away is that by putting your opponets Basic Quiddity dice in their Dice Bags (and not any other dice) you effectively make their Basic Quiddity dice come up more often and make it harder for them to get access to all of their creatures and spells.
With a nice synergy this Troll Behemoth normal ability also make your opponent trade down (cost wise) 1 die every time you summon him...............getting closer and closer to having more Basic Quiddity.
So to review;
See this creature. Capture this creature.
Got it? Good.
Next up we're going to take a look at a little ankle breaker.............the Gnome Barbarian.......
1/2 (Quiddity Sides)
1 1 l1 1 l2 4 l2 4 (Creature Sides)
* 3 l* 3 l. 4 l . 4
The first thing to note is that Gnome Barbarian is the only creature in Quarmageddon that does not have a Lv3 side. The second thing to note is that this is the second creature in this expansion to have 4 creature sides (the Lord of the Quarry being the other one)...........and he has 2 different sides that appear twice each. And the continuing trend of the * abilities only showing up on the lower level versions.
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Gnome Barbarian (Cost 4/Glory 2)
Gnome Barbarian gains +2 attack and +2 defence if you have no other Creatures in your Ready Area.
* Gnome Barbarian has Immunity.
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So right off the bat this little guy is going to be very valuable in early rounds if you're only spending 1 Quiddity to get a 3 Att/ 5 Def creature with Immunity that gives you a lot of freedom to build up your dice pool with other dice.............later on when you should be both seeing and summoning several creatures (and possibly swarms) this guy isn't going to be as valuable.
But this version of the Gnome Barbarian can get you off to a good start in the game and that should not be overlooked.
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Strong Gnome Barbarian (Cost 5/Glory 2)
If Gnome Barbarian is destroyed by an opponents attack that includes a Creature of Lv2 or higher, add Gnome Barbarian to your Active Pool.
* If Gnome Barbarian is destroyed by an opponent's attack, destroy the highest Lv Creature that was part of that attack (attacker choice, if tied).
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Well it's not unlikely that you will encounter at least one Lv2 creature so this Gnome Barbarian's ability(and it being a 4 sided creature die) should keep it in your Ready and Active piles most of the time until it scores. Which is great for a low level creature........at a cost of 5 he might not be considered a low level creature anymore though.
When his * is active taking out an opposing creature is a very nice benefit though.
This version can be hit or miss..........it really depends on what else is available. But he's worth considering which is always good.
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Mighty Gnome Barbarian (Cost 5/Glory 3)
No player (including you if you scored this turn) can gain more than 3 Glory for each creature (including spell effects) as long as Gnome Barbarian is in your Ready Area.
* When Gnome Barbarian is summoned, you may reroll any number of your unattached spells in your Ready and/or Active Pool.
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Well this version of Gnome Barbarian is designed to make sure there are no single creatures scoring too much Quiddity (like the Demonic Overlord who is capable of scoring 5 on two of it's versions)......as well as being one of the only ways I know of to slow down one of the most frightening scoring spells in the game(which we will be looking at in just a couple of seconds...depending on your reading speed).
So you should definitely consider trying to buy creatures that score 3 or less and probably getting a few more creatures than normal to deal with him.
The * ability is a little odd, as most of the time you don't really want to re-roll a spell from your Ready Area (re-rolling a spell die in your Active Pile is much easier to understand) but consider this............by re-rolling you spell dice you could seriously increase your dice that you are rolling this turn and as such you might be able to clean up in the Quiddity department and get those expensive dice you've been trying to get...........worst case scenario you roll the spell again and send it back up no harm no foul (unless it's the Death spell and you end up trading a ** for a *.........but just don't re roll a ** spell ).
So not only do you want a few more creatures you also want to buy extra spells.........you might be able to get a truly impressive amount of Quiddity if you prepare properly.
A decent creature that can give you some very nice strategic options and a creature that you should definitely consider for your dice pool if the opportunity comes up.
The last thing we'll be looking at today is the second, and last, spell included in Quarmageddon, the Oblation spell type.
1 l 2 l 2 l Spell l Spell l Spell l
It's the Typical spell die with 2 spell sides so we can move right on to the individual versions.
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Oblation Incantation (Cost 2)
Attach: When this Creature scores, cull the die with the highest cost in each player's Used Piles (your choice if tied).
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A little watered down version of the Mighty Demonic Overlord's ability (and a lot less evil!) which was really nice then. This makes it far more accessible and if you have access to a creature or two that is very hard to KO you should consider this as it will prevent your opponent from getting anything to really threaten you.
Good spell, contingent on you scoring with a designated creature though (as more attached spells).
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Oblation Spell (Cost 2)
Cast this Spell to cull one die from your Spent or Used Pile, then draw and roll one die. You may only cast this Spell before the attack phase of your turn.
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This spell is going to be far more useful if you're using the The Totally Expert Rule of Culling as this will allow you to easily cull some of those Basic Quiddity dice that are almost impossible to get rid of with that rule in play............getting a portal-effect for doing this is a very nice trade off.
You should consider this spell...........if you're playing with the The Totally Expert Rule of Culling you definitely should get this die.
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Oblation Cantrip (Cost 3)
Attach: When this Creature scores, you gain double Glory for each of your Creatures that have a cost of 3 or less that scored this turn.
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This is going to be a bit of work to pay off but when the dice decide to be nice to you 1 good turn with this spell (and maybe a mini swarm that you'll see are going to be an option more than you think). Glory is what this game is about and this little spell can make a decent scoring turn into a devastating amount of Glory for your opponent to see you score.
The strategy is pretty straight forward...........put this on a creature that is difficult to destroy and try to summon a few little guys to add in.
It's not going to be easy to rely on this spell but when the creatures allow for it to be used I'd definitely consider getting at least 1 of these.
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Oblation Charm (Cost 5)
Cast this spell to cull one Creature Die from your Used Pile and gain Glory equal to twice that Creature's Glory value.
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(DANGER! DANGER!)
Yes. That's what it says.
Yes. It's going to be very powerful.
Here is why this spell is so powerful............you only need to roll and cast this spell to use it. You don't need to roll the creature in question. Heck, you can even capture that creature this turn and then cull that creature right away (as the only time you can't cast a spell on your turn is during phase 1 'Score Creatures').
If you'll recall in the Dealing with the Demons I suggested you keep the Corrupted Death Dealer (Cost 3/ Glory 4 ) in mind as he might be very important................well this is where he comes in. For the cost of only 3 quiddity, when you cast this spell on the Corrupted Death Dealer, you gain 8 glory! That's almost half of what you need to win a standard single player game.
My advice............buy this spell up before your opponent can. That's all I got. Good luck!
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So after that vicious spell (that was enough to convince me to make a top spell list as well as a top creature list!) we're going to take one more break. But be sure you check back tomorrow when I go over my favourite 2 creatures from Quarmageddon.
Last edited by traitorarmor; 06/06/2012 at 21:25..
It is almost upon us! Are you prepared for the Quarmageddon?