rock810
05/27/2008, 22:13
(The main article with pictures is in Critical Hit Issue 8)
WINNING WITH THE ANTI-MONITOR
By William Rock
Nearly 20 years ago DC comics created the Anti-Monitor and sealed the fate of many Super-Heroes and Super Villains alike. The Anti-Monitor destroyed multiple realities and was the doom of some of our favorites in the DCU. In a few days WizKids will release the Anti-Monitor into the HeroClix universe. This comes just in time for the final CRISIS events and may seal the fate for many a HeroClix player.
OVERVIEW
Much like the other Colossal figures in the WizKids universe the Anti-Monitor is a destructive and powerful force. He is very mobile with a 10 move with PHASING which allows him to go anyplace on the map. He will not be restricted to where he can walk and where he can fit as he can make his way to anyplace on the map that his base fits. His rather significantly high attack value (12 attack to start with that never goes below a 9) will allow the Anti-Monitor to hit nearly any defense value and with ALL THE POWER AT MY COMMAND SHALL BE USED TO DESTROY YOU! The Anti-Monitor can either see through the hardiest defense with Psychic Blast or knock away all the figures basing him and deal full damage as he knocks them back. The Anti-Monitors large defense (18) will protect him and since he has INVULNERABILITY he will always be protected in some manner. Make use of the fact that none of your powers may be outwitted and that you can push every single round with out any worry. Once your opponent gets inside the 12 range of the Anti-Monitor their fate may be sealed. If that does not do them in the Anti-Monitors I WILL NOT DIE UNTIL YOU DIE WITH ME! will keep him in the game for a long time as he heals at the end of every turn that he does not KO an opponent.
PICK YOUR SPOT
While HeroClix is a game that for the most part relies heavily on dice rolls, it is also a game about strategic positioning. The Anti-Monitor is a Colossal figure which in the long run makes him a Colossal target for any figure with a large range. However, with a 12 range your opponent is going to do their best to stay out of range and to jump into a large target. It will be then that your opponent takes a realization of how long the dial of the Anti-Monitor actually is. The entire point of this is you want to centralize the Anti-Monitor with a cone of blocking terrain (whether outdoor or indoor does not matter). Make use of the Time-Zones if you can especially the Canyon. The key to positioning with the Anti-Monitor is going to be keeping your flanks protected so that you can be protected from all sides. You must limit the space your opponent has to target you at all costs. The map that the Anti-Monitor comes with is actually ideal for this type of positioning. Try and limit the amount of hindering terrain you give your opponent as well. The Anti-Monitor can not see through stealth, so while you want blocking terrain to protect you hindering terrain can become your enemy quickly.
CHOOSE YOUR TARGETS
From the time the tournament starts to the last action taken it is always hard to tell what target you should face when facing multiple targets. While the initial obvious to take out key figures such as Earth-2 Superman and Worlds Finest is an obvious strategy it might not be the correct one. Often the figures that cause the most problems are the back up figures that may have probability or perplex which give the heavy hitters the extra strength they need to win the day. Still, pick your spots on this one. Even Earth-2 Superman is going to eventually get within range of the Anti-Monitor whether he hits or not. If the big figures get to close let them know who you are and what you are capable of doing. Though in the end remember the Anti-Monitor is a colossal with two targets and it would be a smart idea to make use of those multiple targets whenever possible.
CONTROL THE CONDITIONS OF THE BATTLEFIELD
The Anti-Monitor as a single force is going to have problems as he is not a keyworded theme team and most likely will be facing more than one theme team at the 600 point level. Since he is at this disadvantage Battlefield Conditions are going to be very important to the person wielding the Anti-Monitor. There are specific BFC’s that are going to be beneficial to the Anti-Monitor as you take on the opposition. The biggest advantage a theme team has is the THEME TEAM IGNORE, since the Anti-Monitor can’t ignore a theme team be sure to pack an ORDINARY DAY to make sure that it is not an ordinary day of any sort. With most teams you face your opponent is going to depend on figures that modify attack values and damage values as they come after their colossal opponent. COMMUNICATION BREAKDOWN will allow you to prevent your opponent using object or being perplexed to high. Besides modifiers the most inconvenient thing to face in a game are the feats that can be turning points in a game. Taking the BFC DE-FEATED will give you the possibility that they will not be a turning point at all. Other BFC’s of significance will be SHRUNK (this will turn the game into a close-combat fest) or CRITICAL STRIKE (dealing 6 damage on a critical hit is never a bad thing). Choosing your BFC in this game has become almost as important as the team you pick. Take some time to think about what the opposition may be playing and what their play style is like, this will assist in what you choose to bring to the board.
Most likely you are going to play the Anti-Monitor in a 600 point play environment. Because of this you are most likely going to face much larger teams than you would normally face. The biggest thing to do is to pay close attention to what your opponent has decided to play and what combinations of figures they think is going to win them the day. In the end the Anti-Monitor should be able to outmuscle most teams as long as you play intelligently and make use of the resources available to you. Though the most fun you will when playing the Anti-Monitor will be turning on his eye and chest lights as you go to make your attacks and shout ARGH!
WINNING WITH THE ANTI-MONITOR
By William Rock
Nearly 20 years ago DC comics created the Anti-Monitor and sealed the fate of many Super-Heroes and Super Villains alike. The Anti-Monitor destroyed multiple realities and was the doom of some of our favorites in the DCU. In a few days WizKids will release the Anti-Monitor into the HeroClix universe. This comes just in time for the final CRISIS events and may seal the fate for many a HeroClix player.
OVERVIEW
Much like the other Colossal figures in the WizKids universe the Anti-Monitor is a destructive and powerful force. He is very mobile with a 10 move with PHASING which allows him to go anyplace on the map. He will not be restricted to where he can walk and where he can fit as he can make his way to anyplace on the map that his base fits. His rather significantly high attack value (12 attack to start with that never goes below a 9) will allow the Anti-Monitor to hit nearly any defense value and with ALL THE POWER AT MY COMMAND SHALL BE USED TO DESTROY YOU! The Anti-Monitor can either see through the hardiest defense with Psychic Blast or knock away all the figures basing him and deal full damage as he knocks them back. The Anti-Monitors large defense (18) will protect him and since he has INVULNERABILITY he will always be protected in some manner. Make use of the fact that none of your powers may be outwitted and that you can push every single round with out any worry. Once your opponent gets inside the 12 range of the Anti-Monitor their fate may be sealed. If that does not do them in the Anti-Monitors I WILL NOT DIE UNTIL YOU DIE WITH ME! will keep him in the game for a long time as he heals at the end of every turn that he does not KO an opponent.
PICK YOUR SPOT
While HeroClix is a game that for the most part relies heavily on dice rolls, it is also a game about strategic positioning. The Anti-Monitor is a Colossal figure which in the long run makes him a Colossal target for any figure with a large range. However, with a 12 range your opponent is going to do their best to stay out of range and to jump into a large target. It will be then that your opponent takes a realization of how long the dial of the Anti-Monitor actually is. The entire point of this is you want to centralize the Anti-Monitor with a cone of blocking terrain (whether outdoor or indoor does not matter). Make use of the Time-Zones if you can especially the Canyon. The key to positioning with the Anti-Monitor is going to be keeping your flanks protected so that you can be protected from all sides. You must limit the space your opponent has to target you at all costs. The map that the Anti-Monitor comes with is actually ideal for this type of positioning. Try and limit the amount of hindering terrain you give your opponent as well. The Anti-Monitor can not see through stealth, so while you want blocking terrain to protect you hindering terrain can become your enemy quickly.
CHOOSE YOUR TARGETS
From the time the tournament starts to the last action taken it is always hard to tell what target you should face when facing multiple targets. While the initial obvious to take out key figures such as Earth-2 Superman and Worlds Finest is an obvious strategy it might not be the correct one. Often the figures that cause the most problems are the back up figures that may have probability or perplex which give the heavy hitters the extra strength they need to win the day. Still, pick your spots on this one. Even Earth-2 Superman is going to eventually get within range of the Anti-Monitor whether he hits or not. If the big figures get to close let them know who you are and what you are capable of doing. Though in the end remember the Anti-Monitor is a colossal with two targets and it would be a smart idea to make use of those multiple targets whenever possible.
CONTROL THE CONDITIONS OF THE BATTLEFIELD
The Anti-Monitor as a single force is going to have problems as he is not a keyworded theme team and most likely will be facing more than one theme team at the 600 point level. Since he is at this disadvantage Battlefield Conditions are going to be very important to the person wielding the Anti-Monitor. There are specific BFC’s that are going to be beneficial to the Anti-Monitor as you take on the opposition. The biggest advantage a theme team has is the THEME TEAM IGNORE, since the Anti-Monitor can’t ignore a theme team be sure to pack an ORDINARY DAY to make sure that it is not an ordinary day of any sort. With most teams you face your opponent is going to depend on figures that modify attack values and damage values as they come after their colossal opponent. COMMUNICATION BREAKDOWN will allow you to prevent your opponent using object or being perplexed to high. Besides modifiers the most inconvenient thing to face in a game are the feats that can be turning points in a game. Taking the BFC DE-FEATED will give you the possibility that they will not be a turning point at all. Other BFC’s of significance will be SHRUNK (this will turn the game into a close-combat fest) or CRITICAL STRIKE (dealing 6 damage on a critical hit is never a bad thing). Choosing your BFC in this game has become almost as important as the team you pick. Take some time to think about what the opposition may be playing and what their play style is like, this will assist in what you choose to bring to the board.
Most likely you are going to play the Anti-Monitor in a 600 point play environment. Because of this you are most likely going to face much larger teams than you would normally face. The biggest thing to do is to pay close attention to what your opponent has decided to play and what combinations of figures they think is going to win them the day. In the end the Anti-Monitor should be able to outmuscle most teams as long as you play intelligently and make use of the resources available to you. Though the most fun you will when playing the Anti-Monitor will be turning on his eye and chest lights as you go to make your attacks and shout ARGH!