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Donner's Tactics Strategy Guides #12: Ra

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Donner
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Donner's Tactics Strategy Guides #12: Ra

Ra

                Ra is a short range damage dealer.  He doesn’t stand up long in a fight, but with a good tank at his side, he can bring the hurt.

Builds:  DPS

                Best Power Cards:  Solar Flare, Staff of Ra, Inferno

                Worst Power Card:  Blazing Tornado

 

                Strengths:  Potentially strong attacks.  Good area control.

                Weaknesses:  Almost no defensive capabilities.  Cannot often aim his attacks, and with his 5 miss chance, his strong attacks are few without it.

                Works well against:  Tachyon, Proletariat

                Weak against:  The Operative, Absolute Zero, Ambuscade

                Commentary:

                Ra has some great potential for damage, but it often comes to naught as he just doesn’t have the actions he needs to really shine.  His attacks auto-miss on 2 and 5.  That means any defense against him has a 50% chance of stopping his attacks if he rolls no 6’s.  Ra excels, however, when he doesn’t have to move on his turn to hit targets.   Either go for Solar Flare and Flame Spike to try and overwhelm a target with lots of attacks or go for an aimed Inferno and Solar Flare for a nice 7 die attack.  Another good build is Staff of Ra and Solar Flare.  Each round you can do a 7 die attack and re-roll all auto-misses once.  If you plan on running Ra, make sure to bring along an ally who can tank for you.  Ra has no real defenses against strong ranged attacks, so stick to cover whenever you can.

                Tips:

                When dealing with melee enemies, consider equipping Living Pyre.  If they want to hit you, they have to take a hit themselves.  Drop a Blazing Tornado or Inferno on yourself for extra fun.

                Living Pyre plus Drawn to the Flame can hit multiple nearly-adjacent opponents for a pretty good amount of damage.

                If you plan on using Blazing Tornado, drop it on top of the target.  This forces them to take damage even if they try and leave the hazard area.  For extra fun, equip Flame Spike or Solar Flare.  One gives you 2 more dice to the hazard attacks.  The other lets you attack another target or the same target whenever they trigger the hazard space.

                Blazing Tornado is great against targets that like sitting in one spot and attacking.  Bunker, we’re looking at you.

                Any outside damage boosts to Ra can make him a real power-house.  Anyone that would normally give him defense + 1 tokens instead give him Attack + 1, so use that ability wisely!

                Countering Ra:

                Ra doesn’t have any range boosters.  The maximum distance he can hit a target at is 7 hexes.  If he isn’t packing Inferno, it is 6 hexes and he requires line of sight.

                Force Ra to move to engage targets.  This keeps him from being able to aim.

                If Ra has Defense – 1 tokens, use aimed attacks on him to take him out quickly.

                Don’t melee Ra if he has Living Pyre in play.  Or, if you do melee him, don’t move a lot while you do it.


"Deja-fu? You've heard of that?"
- Lu Tze, Sweeper, Thief of Time by Terry Pratchett

Powerhound_2000
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It depends upon what is going on currently,  if Bunker got incapped and you don't want him coming back up to immediately play Turret Mode I would suggest placing Blazing Tornado on his hex.   Doesn't mean he might not still play Turret mode when he comes up but it might make him hesitant about it.   


Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31

 
Donner
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Good point.


"Deja-fu? You've heard of that?"
- Lu Tze, Sweeper, Thief of Time by Terry Pratchett

phantaskippy
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Ra-Unity-Legacy/Dawn is one of my favorite setups.

+7 dice with Dawn/Champ/Flare and Truth protecting Ra,is crazy good.

Dropping a Tornado at key points can be really valuable.  Esp. early on.  Tornado is also a fantastic counter to teams that want to shoot you from cover.

The fun that can happen with Ra Unity Baron is good too.  Put a Tornado on the other team, end turn near champ.  Baron's turn use redistributor and teleport to double burn every enemy.

With an aim for Ra and enough tokens and a dodge for baron this can be wicked.  A redistributed attack of six 6s is no joke.  Won a game in the second round that way before.

Bunker-Legacy-Ra is a great team if you don't face Baron.  Bunker uses Tactician each turn to give Intercept Legacy a D+1 and Ra an A+1, Legs protects Ra and has tokens to help while Ra and Bunker shoot the enemy.