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<  Villain Tactics  ~  LOUP GAROU II LVL 2 MYSTERY

PostPosted: Thu Feb 16, 2012 3:01 pm
User avatarImmortalPosts: 1161Location: Montreal, CanadaJoined: Tue May 12, 2009 4:23 am
Place holder post for the cards to be posted. This can be updated by anyone with the relevant rights.


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PostPosted: Thu Feb 16, 2012 3:03 pm
User avatarImmortalPosts: 1161Location: Montreal, CanadaJoined: Tue May 12, 2009 4:23 am
Name: Loup Garou II

Subfaction: Coven (Blood watch, see below)

Function: Close combat monster. Literally...

Brief:
Loup Garou II is the second supreme to take call himself the Loup Garou and since the first one is now fed a constant stream of doggy treats by Red Riding Hoodoo, it looks like this is a case where the sequel may be better then the original.

Loup Garou II has the potential to be one of the most brutal close combat fighters we've seen yet. Just using his own abilities, he can pull off 4 :STR 6 attacks ( :STR 7 if it's against his preferred target). Only Dr. Mercury and Silverager can pull off a similar volume of high :STR attacks.

Abilities:
Loup Garou II has a very nice set of stats. Trumped :STR of 5, which feeds all of his primary attacks, means that he'll hit hard while high :AGL and :SPT will help keep him around. A low :ENG and :MND isn't an issue, since he won't be using either but it's his middle of the road :DEF which will present problems later. His damage is also pretty good.


Skills: Regeneration 1 and Blitzer 1. Both straight forward, both very useful.

Powers:

Moon Crazed: This is a fantastic self buff and you have a 1/3 chance of making it permanent, instead of lasting for only 1 turn. A +1 to all rolls is fantastic in itself since it's both offensive and defensive. If it's the right phase of the moon to make it permanent, it's a no brainer. If not, it may still be worth your while depending on how much you need to move that turn.

Ju Ju Tracker Hound: This power gives another +1 buff to all of Loup Garou II's opposed rolls, but this time only against a specific target and until that target is killed, you can't use this power on anyone else. This would be a good power to use in the early turns where most of the time is spent advancing and once you see where your opponent's models are deployed. With the damage that this model can deal out, he'll take out most soft targets with ease, so it's worth using this power to select a harder target where the +1 will be of more use. The final thing to remember is that since Loup Garou II is more vulnerable to melee attacks then ranged (trump :AGL) it's worth targeting a melee enemy rather then a ranged one. Not to mention, you'll get that bonus in melee as well...

Ju Ju Grave Dirt: As if it wasn't good enough to have a 4th strike per round (assuming moon crazed), this one has added benefits. When it hits an opposing supreme, they take a :MND penalty, which may increase the odds of you going first next round. Even more interesting, when used to eliminate a living minion, it does no damage but instead recruits the minion to your team.

Lupine Leap: This power is rather situational. For twice the cost of a regular charge, you can blink. You won't want to use this all the time, but it's great for avoiding obstacles, leaping over walls and avoiding dangerous terrain. Finally, don't overlook using this to jump behind your adversary's defenders to get at the soft, juicy support supremes hiding behind them!

Weaknesses: Loup Garou II will want to spend as much time as possible in melee where he can do his job. Unfortunately, his :DEF 4 (+1 with Moon crazed) and only slightly better then average health mean that the best way to reliably hurt him will also be in melee. For this reason, it will usually be better to resist sending him in alone, and to give him some support.

Loup Garou II also lacks any ranged powers (other then throwing objects) so an opponent who can manipulate his movement can keep this puppy chasing his own tail.


Team Power:

Not particularly complicated. Roll to determine the phase of the moon. If the phase matches Loup Garou II's preference, he'll get bonuses with his Moon Crazed that will do a whole lot of good. It also allows you to bring in Moonchild, as discussed below.


Synergies:
When looking at synergies, special attention needs to be paid to Moonchild. When taken in a team with her, Loup Garou II has the option of changing to a Blood Watch hero. In addition, when she is added to a team including Loup Garou II, she becomes a Coven villain. The team building options alone might be motivating enough to take them together but there's added benefits as well since Moonchild can help make Loup Garou II that much faster, which is something he can definitely appreciate.

In terms of other synergies, Loup Garou II will benefit from anyone who can make him more durable or who can help him reach combat faster. Blood Rose (when Loup Garou II is feeling heroic) fits the bill perfectly there doing both. On the Coven side, consider running Rook as Loup Garou II's bodyguard. Not only does this make Loup Garou II a more resilient model, but it also means that your opponent is going to have to try and take down two reasonably tough supremes at the same time.

Outside of his own teams, consider models that can help move enemies closer to Loup Garou II (so that he can save his AP for attacking, rather then moving) such as Trail (Pawns), Xyllian (Lure) or Boreas (Gale).

Edit: Fixed a couple of typos.


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PostPosted: Mon Mar 26, 2012 11:22 pm
User avatarHeroPosts: 153Joined: Sun Jun 21, 2009 5:44 pm
He proved to be a monster mindered by Rook for me, though after Rook was "arrested" he went down fast to Stalker. However Waning Moon is the most dumb power I have seen in a game for a while. It's a 1/3 chance of saving you 2 AP & an action a turn (after t1 one where they come pretty easy). I have a saying that I don't mind losing a game on a die roll but I would rather it was the last roll of the game not the first & Waning Moon is a die roll heading in that direction.

Either he is too good 1/3 of the time or he is too bad 2/3 of the time (or he is a little too good 1/3 & a little rubbish 2/3)

Anyway having played the big wolf he seemed destructive enough with the 2 AP tax so I will probably drop the team power moon phase thing altogether. It made Father Oak's 3 AP for absorb 2 & immovable look very sad (though that is very sad should maybe be deflect 2 too or 2 AP or both, also Long Arm looks like a 2 AP power)

I was wondering what would be a sensible balanced change.

I thought something like Perun's game long buff. Moon Crazed costs 5 or 6AP but always lasts the whole encounter. Thematically warping out once for ever seems more sensible but then he pretty much just has better stats.


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PostPosted: Tue Mar 27, 2012 8:52 am
User avatarGuardian of PulpPosts: 4526Location: House of Jade LanternsJoined: Thu Aug 09, 2007 11:16 am
Pickles wrote:
He proved to be a monster mindered by Rook for me, though after Rook was "arrested" he went down fast to Stalker. However Waning Moon is the most dumb power I have seen in a game for a while. It's a 1/3 chance of saving you 2 AP & an action a turn (after t1 one where they come pretty easy). I have a saying that I don't mind losing a game on a die roll but I would rather it was the last roll of the game not the first & Waning Moon is a die roll heading in that direction.

Either he is too good 1/3 of the time or he is too bad 2/3 of the time (or he is a little too good 1/3 & a little rubbish 2/3)

Anyway having played the big wolf he seemed destructive enough with the 2 AP tax so I will probably drop the team power moon phase thing altogether. It made Father Oak's 3 AP for absorb 2 & immovable look very sad (though that is very sad should maybe be deflect 2 too or 2 AP or both, also Long Arm looks like a 2 AP power)

I was wondering what would be a sensible balanced change.

I thought something like Perun's game long buff. Moon Crazed costs 5 or 6AP but always lasts the whole encounter. Thematically warping out once for ever seems more sensible but then he pretty much just has better stats.


I would argue that looking at it as a 2 AP tax is the wrong way to view it, but that is just one opinion; I would regard the positive results as a boon.

I have had good success with Loup Garou II, mainly without the 'boon'; thus I will use Moon Crazed at least once or twice per game. Don't overlook it is a great all-round buff - it adds to ALL his Opposed Rolls.

In turn then, Waning Moon gives an unpredictable edge to Loup Garou. I would argue that that single die roll is going to win or lose a game, especially given how many variable results (Opposed Rolls) will be achieved through the course of a single Encounter. It is not a game winner in of itself, but then I don't see how it would be a game-loser either.

I don't see how he is 'too bad' 2/3 of the time; he stacks up well in defensive traits and therefore is durable, meaning he can survive to get in Charges or better yet Lupine Leap*, but YMMV.

Taking a look at him - he has good defensive traits backed by Regeneration. Moon Crazed* is not intended to be an uber-killer Action, but is situational - which is true of many Actions; it allows him to be charged by a 'tank' and return a lot of very damaging Strikes in return. In turn Waning Moon adds a factor of unpredictability, but as I say I don't think it is game-breaking either way.

But that is just one take, of course! :)



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PostPosted: Tue Mar 27, 2012 11:00 am
User avatarHeroPosts: 153Joined: Sun Jun 21, 2009 5:44 pm
I was mixing up my initial reading with my not having played assessment.

I agree he is fine when the moon is against him & his buff is well worth 2 AP.

With my newly adcquired experience I would therefore say that 1/3 of the time he will be slightly OP - more noticable in a level 2 game than in a level 12. It is unlikely to win the game for you but it's a step in the direction of the game being decided by one early die roll (like going first in 40k :twisted:)

It would be fine if there were 3 characters & 3 moon phases & each game one of them got the boost.


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PostPosted: Tue Mar 27, 2012 11:10 am
User avatarGuardian of PulpPosts: 4526Location: House of Jade LanternsJoined: Thu Aug 09, 2007 11:16 am
Pickles wrote:
I was mixing up my initial reading with my not having played assessment.


I can honestly say I have been guilty of the very same more than once! :oops:

Quote:
I agree he is fine when the moon is against him & his buff is well worth 2 AP.


He is certainly solid and pretty dependable, but not as indestructible as say Iron Train (still the toughest 'tank' around in my book!).

Quote:
With my newly adcquired experience I would therefore say that 1/3 of the time he will be slightly OP - more noticable in a level 2 game than in a level 12. It is unlikely to win the game for you but it's a step in the direction of the game being decided by one early die roll (like going first in 40k :twisted:)


Absolutely agreed; there are a number of Supremes who will naturally dominate smaller games: Tangent, Perun, Solar all come to mind.

Quote:
It would be fine if there were 3 characters & 3 moon phases & each game one of them got the boost.


That would be nice...



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PostPosted: Tue Mar 27, 2012 11:35 am
User avatarPulp City IconPosts: 1819Location: Cornwall, UKJoined: Fri Aug 12, 2011 8:22 pm
Although he may look OP sometimes the dice have to be on your side aswell for it to work.
Loup can be taken out by anyone.
Last week I had him killed by Trail. Yes you read that right. And the moon was on his side.
It was only a lvl4 game.



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PostPosted: Tue Mar 27, 2012 2:47 pm
User avatarImmortalPosts: 1161Location: Montreal, CanadaJoined: Tue May 12, 2009 4:23 am
I'm in complete agreement that even when the moon is against him, he's still quite effective. I might even argue that if you have the choice, it's worth having the moon favour Moonchild rather than Loup Garou. With their relative stats, I think she benefits even more then he does.


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PostPosted: Wed Mar 28, 2012 11:07 am
User avatarHeroPosts: 153Joined: Sun Jun 21, 2009 5:44 pm
hendybadger wrote:
Although he may look OP sometimes the dice have to be on your side aswell for it to work.
Loup can be taken out by anyone.
Last week I had him killed by Trail. Yes you read that right. And the moon was on his side.
It was only a lvl4 game.


I was making a logical argument not an empirical one. Saying the dice have to favour you when facing something OP is exactly like saying you might get lucky in a casino....

@cardboard vampire. I would only bother protecting my very support L1 at the cost of weakening my face tearing L2 if I was using the Doggy to fetch something as it's the fastest thing in the game. & I have not got on to that sort of mission yet.


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