The forums moved on March 1, 2021. Please read this page for more information.

Donner's Tactics Strategy Guides #9: Omnitron-V

7 posts / 0 new
Last post
Donner
Donner's picture
Offline
Last seen: 1 month 2 weeks ago
Playtester
Joined: Mar 30, 2013
Donner's Tactics Strategy Guides #9: Omnitron-V

Omnitron-V

                Omnitron-V is a mix between Bunker’s multi-attacks and Ambuscade’s assassination builds, with a bit of unusual tanking thrown into the mix.

Builds:  Controller, DPS, Tank (minor, Adaptive Subroutine)

                Best Power Cards:  Adaptive Subroutine, Tactics Sequence, Interpolation Field

                Worst Power Card:  Remote Tranquilizer

 

                Strengths:  Mobility(!), strong attacks, can’t be pushed.

                Weaknesses:  Cannot dodge or sprint.  Can have unusable actions.

                Works well against:  Ra, Tachyon, Unity, Visionary

                Weak against:  Beacon, The Operative, Wraith, Bunker

                Controller Build:

                                Remote Tranquilizer

                                Interpolation Field

                                Tactics Sequence

                DPS Build:

                                Tactics Sequence

                                Disintegration Cone

                                Rocket Jump or Ocular Beams

                Commentary:

                Omnitron-V is huge.  He has a ton of health.  He can be a powerhouse.  But he can also be very squishy.  His elevation issues cause him some minor grief for his attacks, but likewise make him a bit more resistant to melee attacks.  His one tanking power, Adaptive Subroutines, can be massive against characters that attack with the same attack multiple times, or that have the same miss values for all of their attacks.  But, it can be useless when dealing with characters that completely change up their miss dice with each attack.  I see Omnitron-V filling the same role as Ambuscade purely from the strength of Rocket Jump to Disintegration Cone.  Especially if it is aimed.  Disintegration Cone starts with more than enough dice to overwhelm defenses on its own.  The Rocket Jump allows Omnitron-V to close the distance to his target(s).  Omnitron-V’s unique movement style makes 1 hex of movement equivalent to 2 hexes of movement for other characters.  This can apply to Rocket Jump to make Rocket Jump a 5 hex overall movement.  Omnitron-V is a large target, making it easier for enemies to be in range of him and take him out.  Likewise, he cannot dodge.  To offset this, he has the most health of any character in the game so far, he increases all ranges to and from him by 1, and he has Adaptive Subroutine. 

                Tips:

                Tactics Sequence is nearly mandatory for Omnitron-V.  It gives him an extra action which can be used for three different attacks or an Aim.  It also gives him reach +1 which helps offset his Immense Frame for non-Area attacks.

                Adaptive Subroutine is Omnitron-V’s counter to Aims against him.  If he manages to make 6 an auto-miss, he improves the chances his defense dice will counter it.  Against some attacks, just having it equipped with a 4, 5, or 6 increases the miss-chance of the enemy to ~66% instead of 50%.  I’m looking at you, Snapshot Micromissiles!

                Choose which die you use for Adaptive Subroutine carefully!  Higher may seem better, but if you get hit by a 6 and a 5, and the next person you’ll have to defend against already has a 6 automiss, but not 5, take the 5 instead.

                Interpolation Field can push enemies deep into hazard spaces, triggering multiple attacks and possibly forcing them to take more attacks just to escape.

                Use Rocket Jump to escape hazard spaces and Ambuscade’s Rigged Explosives without triggering them.  This movement actually avoids the spaces between the start and the end.

                Remember that Omnitron-V’s huge frame can be used to help protect weaker allies from melee attackers.  Melee attacks can only be made if the locations adjacent to the target don’t already have characters filling them.

                Countering Tips:

                Omnitron-V can’t dodge.  This means Aims are his worst nightmare.

                Watch Omnitron-V’s current Adaptive Subroutine value.  If you can, use attacks that already use that number as a miss-chance to negate its usefulness.

                The Operative’s Kusarigama is the only power currently in the game that can move Omnitron-V.  Try using it to put him into multiple hazard spaces at once (like the center of a volcano!).

                Avoid using multiple small attacks of the same type against Omnitron-V when he has Adaptive Subroutine.


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

RySmith6
RySmith6's picture
Offline
Last seen: 1 month 1 week ago
Game DesignerPlaytester
Joined: Oct 17, 2013

Donner wrote:

Choose which die you use for Adaptive Subroutine carefully!  Higher may seem better, but if you get hit by a 6 and a 5, and the next person you’ll have to defend against already has a 6 automiss, but not 5, take the 5 instead. 

This is huge against people with across the board damage types(same automisses on all attacks), such as Ra and AZ. Giving a third automiss number to those characters is universally painful to them as they have no wiggle room with attacks that could offset Adaptive Subroutine by already having the number as an automiss.  This can be used relatively creatively with The Operative's Fox's Howl; with Ra as an example, a team with Omni and Operative can make Ra miss on 4(Subroutine), 5(Inherent to fire attacks), and 6(Fox's howl), effectively giving 1&3 as the only valid attack dice against Omnitron. (Pair it with Visionary for even more fun!)

Also remember this when against Ambuscade, Unity, Beacon, Wraith, or Tachyon, since Adaptive Subroutine says that any attacks against Omnitron gain it as an auto-miss. Any multi-target attack that includes Omnitron would satisfy that condition, allowing Omnitron to truly be a protective force if placed near traps, bots, or in line with allies.

Edit: Multi-Targets are NOT evaluated this way, never mind: https://greaterthangames.com/comment/119076#comment-119076


"But dice are dice, and Dice are Fickle"

Internet Pseudonyms: PseudonymTwitch, PseudonymTweetr, PseudonymGamer

Foote
Foote's picture
Offline
Last seen: 1 month 3 weeks ago
PlaytesterHarmony
Joined: Apr 09, 2013

RySmith6 wrote:

Also remember this when against Ambuscade, Unity, Beacon, Wraith, or Tachyon, since Adaptive Subroutine says that any attacks against Omnitron gain it as an auto-miss. Any multi-target attack that includes Omnitron would satisfy that condition, allowing Omnitron to truly be a protective force if placed near traps, bots, or in line with allies.

If you think that Subroutine's added automisses can be applied to Omnitron's teamates if targeted by an AoE attack, you are incorrect. It does not work that way. That extra automiss number only applies when assesing dice to omnitron. You would put those dice back in against every other target.

RySmith6
RySmith6's picture
Offline
Last seen: 1 month 1 week ago
Game DesignerPlaytester
Joined: Oct 17, 2013

Foote wrote:

 

RySmith6 wrote:
Also remember this when against Ambuscade, Unity, Beacon, Wraith, or Tachyon, since Adaptive Subroutine says that any attacks against Omnitron gain it as an auto-miss. Any multi-target attack that includes Omnitron would satisfy that condition, allowing Omnitron to truly be a protective force if placed near traps, bots, or in line with allies.

 

If you think that Subroutine's added automisses can be applied to Omnitron's teamates if targeted by an AoE attack, you are incorrect. It does not work that way. That extra automiss number only applies when assesing dice to omnitron. You would put those dice back in against every other target.

Why? the wording says "Any attack against Omnitron-V gains that number as an auto-miss".  The attack is made against Omnitron-V(regardless of other additional targets), so the single attack roll should have the auto-misses removed. If the attack rolls were made per target, I would agree with you, but as you make one attack roll for multiple targets, the auto-miss should apply for the entire attack.

Currently, the only time dice are different per target in Multi-Target attacks are when tokens are used.


"But dice are dice, and Dice are Fickle"

Internet Pseudonyms: PseudonymTwitch, PseudonymTweetr, PseudonymGamer

Donner
Donner's picture
Offline
Last seen: 1 month 2 weeks ago
Playtester
Joined: Mar 30, 2013

I figured the same thing originally, RySmith6, but Foote is correct!  Only when dealing with Omnitron-V does the attack have his auto-miss number.  For everyone else in the attack it does not.  Otherwise it would say for attacks that include Omnitron-V as a target.


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

RySmith6
RySmith6's picture
Offline
Last seen: 1 month 1 week ago
Game DesignerPlaytester
Joined: Oct 17, 2013

Ah! Fair enough. Wordy wordsmiths.

I respectuflly bow to my more knowledgable friends =]

This then means that an attack aimed at a different target could still benefit from a die(likely a 5 or 6) that Adaptive Subroutine had previously removed? That is nice!


"But dice are dice, and Dice are Fickle"

Internet Pseudonyms: PseudonymTwitch, PseudonymTweetr, PseudonymGamer

phantaskippy
phantaskippy's picture
Offline
Last seen: 2 months 2 weeks ago
Playtester
Joined: Jan 26, 2013

How multi-target attacks work: declare Aim and target, then roll the attack, then for each target you resolve individually.  This gets really interesting with Beacon's focused Blast and Next Evolution, as you can have different ranges for the attacks, and end up with very different rolls to defend against.

Once you are done with one target you go back to that original roll and move on to the next target.