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<  Villain Tactics  ~  HELLSMITH LVL 2 MYSTERY

PostPosted: Fri Jul 24, 2009 8:39 pm
User avatarHeraldPosts: 937Location: Burlington, Vermont, USAJoined: Sat Oct 04, 2008 4:55 pm
ERRATA
Subfaction:
Hellsmith is Forgotten (ommitted on early edition cards).

Earthquake:
Was AP 4, is AP 3.

Aegis of the Damned:
Was AP 3, is AP 2. Replace Deflect 1 with Deflect 2.


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NAME: HELLSMITH

SUBFACTION: FORGOTTEN

FUNCTION: DAMAGE DEALING TANK-KILLER

BRIEF: Hellsmith is a powerful fighter who can deliver tremendous amounts of damage. His excellent exclusive actions give his some great tools versus high :DEF models on top of his raw ability to deliver punishing Strikes. He excells at fighting multiple models so long as he can stay standing.


POWERS: Hellsmith has three very strong skills. Bruiser will knock down models that are weaker than he is while delivering his heavy damage. And, just about all of the level 1 and 2 supremes are weaker than Hellsmith. The exception is Father Oak who does not have as many :STR actions as Hellsmith. Immovable is a very good skill for a melee monster like this villain. He wants to get into close combat and does not want to be slowed by getting knocked down. Monster gives him the chance to heal when the battle gets bloody.

Special attention should be paid to the fact that Hellsmith has a raw AP 7, one of the highest of all level 2's.

Earthquake is a great action. While it does not do damage it can knock down multiple models at one time. This is very dangerous because the enemy team will only be able to activate one model at a time to Get Up*. The remaining knocked down models are at your mercy. This uses :STR vs :AGL which will get through high :DEF values but also ignore skills like Armored. This is just one example of how Hellsmith likes to to be in the middle of the battle!

Hellspin is another very dangerous action. It is a good action to use when Hellsmith can not get into base to base to make Strike actions. As a SBL 2 it can also result in multiple attacks against enemy models. This is a powerful attack against slow tank-like supremes with high :DEF for melee combat but low :AGL . Iron Train is especially vulnerable to this type of attack.

Aegis of the Damned is a helpful action, especially early in the game when Hellsmith is running up the street. It gives him and nearby friendly models an edge versus incoming :ENG attacks. Once he reaches close combat, Hellsmith ussually has higher priorities for his AP's, specifically crushing stuff.

Cleave Earth is Hellsmith's ranged attack. This is a powerful maneuver simply because it is driven by his :STR 6. It is also interesting in that is looks like a close combat attack ( :STR vs :DEF ), but is really used at range. This can tear apart models that are normally hard to hit with ranged combat, like Androida. This can also be used to penetrate enemy lines to take out support models like Red Riding Hoodoo who has a very low :DEF . Again, this is an attack that can generate damage on multiple enemy models. Are you seeing a pattern?

Strike is not an exclusive action or power, but Hellsmith will certainly be doing this action often. His Hell Hammer grants Fury 1, so he can make up to 3 Strikes each round. And, he has the AP's to afford it. His exclusive resource is ussually well-worth taking.

Hellsmith's team power really puts him in the upper tier for damage output. With Strike and 3/4 of his exclusive actions based on a :STR 6, Power For Price is very appealling. This ability can likewise increase other dangerous models nearby.


WEAKNESSES: Hellsmith is all about offense. His :DEF , :AGL, and :SPT scores are respectable at 4's. But he can not withstand the same levels of damage that he can dish out. Any support to make him more survivable makes a big difference.


SYNERGIES: One interesting synergy is with Dr. Tenebrous and Necro GI's. When fielded with Tenebrous, the GI's can turn civilians and other minions (Hired Guns for example) into more GI's. Using his Monster skill, he can Devour (AP 2) a level 2 resource Necro GI to recover 4 health! Tenebrous also has the option of taking the Pact of Damnation resource to treat Hellsmith as a Necroplane supreme with all of the benefits that Tenebrous grants.

Using his team power to grant Tangent Power for Price can create a lethal duo who can kill in melee or at range. She can shoot models he knocks down with the Earthquake who do not stand up quickly enough.

In general he also benefits from models that can keep him alive. Both Sister Bedlam and Rook make strong partners in crime. Bedlam can also help heal damage caused by Power for Price.


Last edited by Invader Larb on Mon Aug 10, 2009 11:36 pm, edited 2 times in total.


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PostPosted: Thu Jul 30, 2009 9:11 am
User avatarMortalPosts: 30Location: Santiago, ChileJoined: Tue Aug 28, 2007 6:24 pm
There is an error... Hellstrom appears instead of the back of the card for Hellsmith...

Andres


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PostPosted: Thu Jul 30, 2009 2:17 pm
User avatarHeraldPosts: 937Location: Burlington, Vermont, USAJoined: Sat Oct 04, 2008 4:55 pm
Thanks for the heads-up. I fixed it.

The last thing we need is for Hellsmith to get a hold of Ace of Wraith's magic pistol...



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Larb is our top secret marketing weapon. He slips something in your drink and "bam" you are registered at the forum!


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PostPosted: Wed Aug 19, 2009 4:51 pm
User avatarSidekickPosts: 97Location: Brunswick, MaineJoined: Tue May 19, 2009 6:41 pm
It would only count as a ranged attack if he threw the pistol. :P


Nice write up! Hellsmith is all about the big hits, and combining Power For Price and Power Up, you're sitting at a base 8(!) for his Might, not counting your die roll.

Big Hits to bring the pain!







STOP! Hammer time!


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PostPosted: Wed Aug 19, 2009 7:08 pm
User avatarHeraldPosts: 937Location: Burlington, Vermont, USAJoined: Sat Oct 04, 2008 4:55 pm
You bet! :STR 6 +1 with Power for Price +1 for Charging + the opportunity to Power Up can turn into a tremendous amout of hurt. He can do this with a Strike versus someone's :DEF or do it with Hellspin to go against their :AGL , whichever is weaker.



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