Saturday, November 28, 2015

TEAM: Wu-ling Wanderers (Koris Team) Review Version 2.0

Wu-ling Wanderers (Koris Team)
Original Assessments in Gray from May 8, 2015, revised assessments in white

Strengths: 
Portals - The portals are just so much fun! They add another layer on the game. Use them to Score. Use them to Slam. Use them to block line of sight. Use them to help guard your back. Use them to clog up your opponent's path. The possibilities are endless! I would add one huge extra to this too. Because of the way portals work, if you utilize them, it pretty much grants you an extra hex of movement (or possibly two if you jump from one to another). The more I play them/see them played, the more I think this is a great tactic to keep in mind and to develop as part of your team strategy.

Finally, Jacks that I can live with... - I love the fact that now, I can use one jack to place a portal, then use another jack to move one space, that becomes one space on the other side, then still Throw the ball. I think this is a huge boon for a jack-heavy team. I finally have some jacks that I...like. This is even more relevant if you are play with the Star Realm League rules where a Koris Jack could move 2 hexes and get a throw off.

Gotcha! - With the two Guards working together, or a Guard and a Jack working together, Gotcha! is fantastically powerful, even if you only have the Strength of a Corporation Guard. For a team with only two Guards, Gotcha! is more effectively used as a defensive tool I have learned. If you are playing the Nameless, no doubt it is offensive - Sticky Guard with Gotcha! stands beside the target, then the Hard Guard rushes him. But on the Koris, in my experience, it is a tool best used to guard Strike Zones and Threaten players who have the ball, or need to get the ball. Though, an occasional Gotcha! to hold someone for a Slam is always a good thing!


Weaknesses:
Maybe the four legs work independently? - Movement the same as a Forge Father is never good. Of course, because of the portals this is mitigated a good bit, but it is worth a mention, because... Movement 4 is bad. See above comments on Movement for a slight addendum to this.

One Striker - Want to paint a big target on someone's back? Make them the only Striker on the team. This will be the first person that gets killed on your team, and rightly so. Protect him... or use him as bait. :-) Still a big issue. You will get one, MAYBE two Rushes out of this guy against a good opposing player.

Portal Placing - Two things here: 1 - Until you get practiced with the Koris, the fact that placing a portal takes a full action from a Jack can really mess up your plans. 2 - You have to be thinking a few steps ahead to execute the Koris portals "Pitch perfectly". This is going to be a stumbling block for some newer players.


MVP Recommendations:

I am going to wait on this until I can see the Koris MVP and th other Season 5/6 MVPs are capable of. Still not used any MVPs with them, but they could definitely use Kryphos for sure! That guy is a literal and figurative monster!

Overall: 
I really enjoy playing these guys - I can't wait to have the actual models! They really open up a new level of game play, both you and your opponent. I think that the DB community is going to find a lot of interesting and innovative ways to use them. I might use them in our next league... we will see. I honestly believe that this team is going to be one of the teams that you are going to to get what you put into them. If you try them once or twice and decide you don't like them, that's cool. But if you are willing to put time into this team, I think the returns will be awesome! The play style needed to play them properly does not develop in a game or two, I can feel the understanding of how to use this team deepening each time they are on the Pitch in front of me. I seasoned Koris player is going to be a difficult player to stop, especially in a league environment.


Grade:
B -
But definitely an "A" for fun factor!

B
Still an "A" for fun factor!

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