PULP CITY FORUMS
http://forum.pulp-city.com/

KITTY CHESHIRE LVL 1 MYSTERY
http://forum.pulp-city.com/viewtopic.php?f=39&t=1232
Page 2 of 2

Author:  Ocelot [ Fri May 07, 2010 1:42 pm ]
Post subject:  Re: KITTY CHESHIRE LVL 1 MYSTERY

Somersault is real pain in the ass

Author:  Invader Larb [ Fri May 07, 2010 2:49 pm ]
Post subject:  Re: KITTY CHESHIRE LVL 1 MYSTERY

Yes it is!

Author:  Beermonkey [ Sun May 09, 2010 10:44 pm ]
Post subject:  Re: KITTY CHESHIRE LVL 1 MYSTERY

NAME: KITTY CHESHIRE

TEAM: OTHERSIDE / UNALIGNED

BRIEF: Board Control Character and Master Skirmisher

POWERS: Kitty is all about superior movement potential and adapting to the situation. With both Blink and Blitzer she can move further than most and in any direction. With Freelancer she fits in with her home team of the Otherside, or any Unaligned team of Heroes or Villains. Add to that her Team Power that lets her choose the Trump Trait she wants and you begin to see how Kitty can fit into any team, and any situation.

Somersault is a useful power. You gain a 6" move, 5" plus Blitzer 1. In addition you can disrupt the activation order of your opponent. This is great against models like Apebot and Virus where they require a specific activation order to set up their combos. It can also be fantastic way to stop an opponent completing their agenda's or at least delay them for a while. For 2 AP and with no opposed roll required leave a movement action free for this Action.

Walk the Otherside is one of my favorite powers. Not only is it a good attack but it allows you to move the model damaged up 6". On a charge you can get :STR 5 with a Trump roll. This is enough to damage just about any model in the game. Once you've damaged you can place the model into dangerous terrain, drop it in the ocean, or acid or off a cliff. Failing that you can always place it into combat with one of your more powerful bruisers. Or simply move it off an objective or out off your way.

Scratch is another really useful power. Not only does it do damage but it protects you from being struck by the model you've attacked. Watch out though because Blasts and Self Blast powers don't specifically target you so watch out. Use this on a charge to keep an opponent from moving away while also preventing them from hitting you back. This is great against bruisers like Six Feet Under, or Rook. Great way to tie up a high level Supreme

Only the Smile Remains is Kitty's final defense power. Again you cannot be targeted by attacks but be careful of Blasts and Self Blasts. You also lose this protection if you activate again. Notice though that this doesn't mean you can't activate. You could use Only the Smile early in the round and then make a Run action as the final activation of a round.

WEAKNESS: Overconfidence is Kitty's big weakness. She operates very well on her own with an excellent mix of offense and defense. This can lead to leaving her unsupported and isolated. She has fairly weak defenses and only 8 Damage. It will only take one or two good hits to drop her. Make sure you've got some kind of support character nearby to watch her back. Play her aggressively but don't think that one use of Scratch or Only the Smile Remains will be enough to completely protect her. In general hit and run tactics are where it's at with Kitty.

SYNERGIES: Any Supreme that can help her do what she does. Rook can up her defenses and give her extra AP every round. But he can also slow her down as she is forced to stay close to him. Blood Rose can increase her already impressive movement skills, and pull her back if she get's into trouble. Chimp Chi makes an excellent partner for Kitty. His high damage potential and wall crawler let him keep pace and finish off models weakened by Kitty.

In the end the greatest synergy you'l find is with the terrain itself. Kitty wants to be able to blink in and out. To hit models that weren't expecting an attack. More than anything she wants to be able to use Walk the Otherside to reposition the enemy. Throwing an enemy Supreme under the train with a Walk the Otherside is fantastic. Leave Iron Train sinking in deep water or drop Hellsmith into a pool of lava while you sit safely on a nearby rooftop laughing about it. Learn to control the board, choose where fights will happen, and Kitty will be at home in any Team.

Author:  Invader Larb [ Mon May 10, 2010 4:01 pm ]
Post subject:  Re: KITTY CHESHIRE LVL 1 MYSTERY

Excellent summary Beermonkey. Kitty is a very versitile model who can be an excellent distraction. She can also be great at chasing down models working on agendas like Twilight.

I like her partnered with Seabolt and Boreas for a team that can move enemy models all over the board. The heroes will not even know what hit them!

Author:  dboeren [ Mon May 10, 2010 5:42 pm ]
Post subject:  Re: KITTY CHESHIRE LVL 1 MYSTERY

If you look at the Level 1's, they seem to me to fall into rough groups. To me, Kitty fits roughly into the group that also includes Chimp-Chi and Twilight - the Ninjas. They're all melee killers with special abilities to help keep them from getting killed on the way to their target. Details differ and they all do the job differently once they arrive, but there's a certain similarity in theme I hope you'll agree.

If you choose to take a character of this type, you'll have a couple of choices. Heroes can take either Chimp-Chi or Kitty. Villains can take either of these or Twilight as well. So the question becomes - how do you choose? Is any choice better than the others in general? Paired with certain lists or other supremes?

First, the easy case. In an A.R.C. list you'll almost certainly want Chimp-Chi to benefit from abilities like Monkey Business, whatever their Level 3 might offer, and to fit your theme. For all we know, Silverager or Le Murtiple may have A.R.C. specific buffs as well - tune in in a couple months to find out!

Chimp-Chi:
Pros:
Can deploy far upfield after everyone else is deployed
Shoots down fliers w/ Shuriken
Can make one HARD hit with Ape Ki, but often has to do it late in the round
Unique Ninjaken resource is very useful
Cons:
Lack of movement buffs
Blend is his only added protection (although it is passive)

Kitty:
Pros:
Strong protection through Only the Smile Remains
Additional protection w/ Scratch against intended target
Faster than normal
Interferes with enemy position and activation order
Cons:
Doesn't hit all that hard
Lacks Fury 1 which the others have.

Twilight:
Pros:
Lurk is very good ranged protection
Vanish catches the rest and doesn't have to be paid in advance
Shadow Fangs allows two good attacks
Cons:
Silencer Guns really aren't that good with Blast 2
Doesn't do much besides melee


Really, I think Kitty stacks up fairly well but you need to be making use of her interference abilities or else you might be better off with someone else.

Author:  Invader Larb [ Mon May 10, 2010 7:13 pm ]
Post subject:  Re: KITTY CHESHIRE LVL 1 MYSTERY

dboeren wrote:
Chimp-Chi:
Pros:
Can deploy far upfield after everyone else is deployed
Shoots down fliers w/ Shuriken
Can make one HARD hit with Ape Ki, but often has to do it late in the round
Unique Ninjaken resource is very useful
Cons:
Lack of movement buffs
Blend is his only added protection (although it is passive)


Lack of movement buffs? Check out Planning on Dr. Red. That is one of my favorite movement buffs.

Author:  dboeren [ Tue May 11, 2010 12:07 am ]
Post subject:  Re: KITTY CHESHIRE LVL 1 MYSTERY

True, but the goal was to compare them on a standalone basis. Also, if you're running Dr. Red then you're probably running an A.R.C. list and would take Chimp-Chi anyway.

Author:  Beermonkey [ Fri May 14, 2010 5:32 am ]
Post subject:  Re: KITTY CHESHIRE LVL 1 MYSTERY

You're right on about the "ninja feel" of some of these Supremes. They all work a little different but I think your classification is right on. In the end it depends on what you're running and what goals you want each mini to accomplish. For example for fun we played a game with a pool of acid: touch the acid resist a :ENG 5 vs. :DEF . The mission goal was to get a Black Box out of the acid and bring it to the satelite uplink on top of a nearby building.

My son kicked our butts on this. He used Kitty to chuck models into the acid then blink up to the top of the building. It was a mess. He used a model with Reach 1 to grab the Black Box without ever touching the acid. Then handed it off to a flying model to carry. Meanwhile anytime anyone else tried to get up the building. BAMF, right into the acid thanks to Kitty. It was fantastic. It also really showcases that the right model in the right game really can make a huge difference. In that situation I don't think Chimp Chi or Twilight would have done nearly as well.

I've seen Twilight be equally nasty with Rook as her body guard. She becomes very tough to deal with when Rook is adding +1 to her :DEF and :AGL . Nasty stuff, and Shadow Fangs can put some real hurting on any model you care to name. Even Iron Train doesn't take that attack lightly. Your best bet is always to look at the things a model can do, then figure out what models and situations will help them do it better.

Author:  Totengraber [ Fri May 14, 2010 6:33 pm ]
Post subject:  Re: KITTY CHESHIRE LVL 1 MYSTERY

Added to the Pulp City Team Builder.

Author:  Corporate_Sellout [ Mon Aug 09, 2010 8:16 pm ]
Post subject:  Re: KITTY CHESHIRE LVL 1 MYSTERY

dboeren wrote:
If you look at the Level 1's, they seem to me to fall into rough groups. To me, Kitty fits roughly into the group that also includes Chimp-Chi and Twilight - the Ninjas. They're all melee killers with special abilities to help keep them from getting killed on the way to their target. Details differ and they all do the job differently once they arrive, but there's a certain similarity in theme I hope you'll agree.

If you choose to take a character of this type, you'll have a couple of choices. Heroes can take either Chimp-Chi or Kitty. Villains can take either of these or Twilight as well. So the question becomes - how do you choose? Is any choice better than the others in general? Paired with certain lists or other supremes?

Good analysis. Don't forget though about Chronin in the heroes camp, Heavy Metal's own level 1 time-controlling ninja!

Author:  pulpcitizen [ Sun Nov 21, 2010 11:28 am ]
Post subject:  Re: KITTY CHESHIRE LVL 1 MYSTERY

Just a little note from a recent game; we played Quest and losing the Starting Roll meant my opponent had the edge in going for the objective (always important in the Quest Plot in my view); Kitty Cheshire was vital as walk the Otherside allowed me to Charge* the objective claiming Supreme, and a Powered-Up and Trumped roll gave me a good chance of success.

Placing the target within 6 inches and very near to one of my big hitters allowed me to take control of the objective. It meant Kitty was left isolated, and went down soon after, but by that point she had done for me what was needed.

Page 2 of 2 All times are UTC [ DST ]
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/