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<  Resource Tactics  ~  Non-Exclusive Minions - favourites and why?

PostPosted: Tue Apr 05, 2011 2:13 pm
User avatarGuardian of PulpPosts: 4526Location: House of Jade LanternsJoined: Thu Aug 09, 2007 11:16 am
Okay the book features 7 pre-built Minion types, and Necro GI's, Vigilantes, Sentry Bots, Advanced Sentry Bots, Tree Huggers and Grimm advance that to a selection of over a dozen pre-built Minions (with more on the eventual horizon!), so I thought I'd check out what pre-built Minions players like and why?



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PostPosted: Tue Apr 05, 2011 3:48 pm
User avatarImmortalPosts: 1161Location: Montreal, CanadaJoined: Tue May 12, 2009 4:23 am
Zombies:

In a necroplane team, these can be devastating. On the surface, they may not seem that impressive, but factor in the following:

1. You can take 1 card per necroplane supreme.
2. They're surprisingly hard to kill since a 6 will always keep them alive
3. Pack tactics (I think... no book handy)

I've been swarmed by 3 cards worth and they actually gave solar a run for his money, even with his various attacks.

Hired Guns:

This one's simple... Great value for cheap cost.

Pulp City Cops:

Extra control over civilians is useful if you're trying to save them.

As much of a fan as I am of the BOOM stuff, and I LOVE those rules, pre-built minions are really useful when you're playing games with people who are newer and don't necesarily want to deal with custom minions.


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