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Hot Takes: Onslaught

 


Right in the excitement of the biggest Update in the history of MCP (See my last four posts for details if you've somehow missed it), AMG has treated us to the Panel to Play for their second (on card) ever 8 Threat: Onslaught. 



Let's start right at the top. Strike is a very boring name for an 8 threats attack. You're going to be using it barely ever if you can manage Onslaughts power well enough. The Throw Trigger is also hard to get so no guarantees there either. But at least it's sizeless and any direction. 

Let's quickly move on to by far the best and most important line of text on this card. Mind Spike is what you want and need to be doing twice every Activation of Onslaught. Range 3 on the 65mm Base is good and 8 dice Mystic is strong but the most important part is the guaranteed S advance of the defender. It's two guaranteed displacements every round and Onslaught should be activated as late as possible anyway. 

Atomic Singularity feels like an emergency device more than something you're happily spending 6 power on when you could do something much more interesting with it. 

Edit: yeah when you read it correctly it is kind of scary. Damaging your target at Range 4 away and everyone (friend or foe, including potentially yourself) in range 2 of it for an automatic 2 damage no triggers required is very effective and adds a huge portion of reliability. 

But before let's talk about how he gets it. First of all he gains an additional 2 per Power Phase, while being Stun (as well as Stagger and Bleed) Immune. He also reduces every incoming damage by 1 with no limits, like Adam Warlock and Thanos. And then we have his leadership which is completely selfish and gives him power equal to the threat of an allied character that has gotten dazed or KOed. It's the third time we've seen a leadership that triggers when one of your models gets taken out with Sam Wilsons being by far the best one and Onslaughts now beating out Klaws. 

I'm not entirely sure what to make of this Leadership. It doesn't help anyone but Onslaught himself and it's weird to either bring a bunch of weenies for it to trigger more often or a bunch of tanky dudes and dudettes but seldom ever getting leadership trigger then. Maybe it's high threat Glass Cannons and that is almost certainly the reason both King T and Red Skull, Master of Hydra got Peerless (which Onslaught unsupringly also has). With that option kind of out of the window it's probably a mix between the aforementioned styles of models, preferably with Bodyguard and Taunt effects to keep attacks off of the big guy. But aside from his essential 1 Power and his barely worth putting on the card 6 Power Spender what can you even spend his Power on? 

Placing your massive 65mm an insane Range 5 for example. But having so sink an immense 5 power into it means you won't do it every Activation with Onslaught but rather once or maybe twice a game. 

What he should be able to do every (or at least most) Activation(s) is throwing something. Range 4 and Long for size 4 on his big base means he should always have something in reach. Is it worth the three power on him? Depends on the situation at hand. 

Onslaught will usually be your last activation I would assume so you should be house holding how much Power you want to spend on Psychic Driver (which is basically a 2 Power Aggressive paid by Onslaught, for everyone but himself). 





Nothing changes on the back side except for an extra point of Stamina. 

Onslaught brings a bunch of TTCs so let's take a look at them and see how much they impact his play patterns: 


This card turns Onslaught into Juggernaut for a round. And just like Cain Marko he can do it as long as he can pay for it. On first look an every game card. 
A. 


Ok this card has to be stapled to Onslaught. His defenses are pretty bad as is and his offensive output gets much better when enemies can't modify too. 
A+. 


This card seems more nice to have then essential. The effect is once again quite strong but the price is also steep and the bigger issue is having to play it in Onslaughts activation. 
B+


Yeah OK you take this card every game with him as well. So it's probably all four Onslaught cards plus Patch Up every game with him to start. Which is nice that they are all so very playable. 
A. 


So what's the impression with the TTCs in mind? On his card alone and on first look Onslaught was a bit underwhelming for me. Diving a bit further down and taking the cards in mind I think he can be a terror on the board and be quite strong. What I don't yet really see is how he's going to actually win games. I think he is very good at slowing the opponent down but if that's going to be enough to not be outscored is going to have to be proven on the table top. 

B

Here is my very quick first roster idea (which could prove to be the wrong idea entirely): 

Characters (10)
* Onslaught (8)
Black Dwarf (4)
Colossus (4)
Gorgon (3)
Honey Badger (2)
Okoye (2)
Skurge, The Executioner (3)
Iron Fist (3)
Blue Marvel (5)
Rescue (3)

Team Tactics (10)
Heroes for Hire
Inquiring Minds
Indomitable (R)
Patch Up (R)
Royal Guardians
Stolen Power of Cyttorak
The Best Defense
Traitor to the Cause
Xavier Protocols
Recalibration Matrix

Secure Crisis
Assault Ships Make Sweeping Search! (W, 16)
Lockdown! Security Systems Stymie Breakout (S, 18)
Survivors Search for Safe Shelters (Z, 20)
Wedding Party Targeted in Terrible Attack! (R, 20)
Deadly Meteors Mutate Civilians (I, 17)

Extract Crisis
Alien Ship Crashes In Downtown! (C, 17)
Surprise Assault! Mutant Homes Destroyed (U, 16)
Sentinel Schematics Sabotaged! (AC, 17)
Evidence of Experimental Soldiers Exposed! (AB, 19)
Inhumans Deploy Advanced Weaponry (O, 18)

Crisis are to be taken with an extra big grain of salt here. And of course characters could be totally wrong as well. 

Anyway a fun new thing to explore in the game! 

Cheers from Germany 🍻 



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