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Thoughts on the Martians

Ares: I love that Ares is wholly unique and functions unlike any other monster thus far. There’s a lot of mobility and board control build into her. There really shouldn’t be any place she can’t get to, and she should almost always wind up behind some kind of screen. Abduct clears screens without using an attack. Manufacture and transport can make a screen in a pinch. Hit and run allows for, well, hit and run tactics, extending the attack reach while still allowing for getting back under cover. Flight is great, as she can sit on top of a hazard without taking the ping damage. Basically, if a monster can physically exist in a spot, she can use it without having to worry.
 
That said, there are several things that give me pause. I’m of two minds on manufacture. Thematically, I love breaking down an enemy unit and spitting out a Vanguard or Hunter to thrown some additional offense in the opponent's face. But practically, I feel like a monster using an attack on a unit that doesn’t also damage the opposing monster is mostly a waste of your monsters attack. Manufacture didn’t see much play in 1.0 for this reason (well, and also because Ares was pretty underwhelming back then too).
 
Which leads me to a key point: Ares is one of two monsters that cannot natively do more than a single damage to an enemy monster without using a power attack. She’s always going to be behind on the damage race because of that. What a monster should get in exchange for the lack of multiple damage should compensate for the deficiency, but I’m not sure yet if what Ares got does. There’s a lot of mobility, protection from slam, and friendly unit buffs, but is it enough? Vanguards are highly mobile and have the boost dice to be dangerous. Does the addition of spotter really help make them a threat to enemy monsters though? I’m not sure. Cthugrosh is in a similar boat, but at least he (she?) effectively has a range 10 swat attack. I think I’ll need to see how Ares plays out before I can answer this question.
 
I do think that Ares is a very high skill monster, which I like immensely. I just wish she had a little bit more going for her in the offense category. I’m just expecting Sky Sentinel to come out giving boost dice to interceptors and showing Mars what a real unit general is supposed to look like. I was kind of hoping to Force Field as well, since that’s always been a very key element in their fictional inspirations.
 
Vanguard: I’m a little disappointed in these guys, primarily by their reduced defense. I wasn’t expecting anything stellar, but I don’t really see why they had to drop a point from their 1.0 incarnation. Particularly since Ares looks to be more of a unit general monster, and thus these guys are the primary source of damage vs other monsters in that category.
 
Besides their defense, their stats are solid to great. The all important native boost die is there, and they move really well with flight and high mobility. Trading out the power gorge for disintegrate is interesting, but it’s also a double edged sword. If you are knocking out buildings and fire, you are removing the only multi-damage sources open to Ares. From the description, Deimos also doesn’t sound like a multi-damage monster, leaving Martians way behind on the damage curve. At least with destabilizer, you only need two leadered up Vanguards to reliably take out the standard building.
 
Hunter: Like with the Vanguards, I’m a little disappointed by the Hunters as well. I will admit that they are a great improvement over the 1.0 version, at least. With penetrator, they are reliably hitting a defense four. That’s enough for most models in cover, but not the dreaded G-Tanks. They’ve got fantastic throw range, being able to strike at 11 spaces from a spawn point with two diagonals. More if you bump spawn and / or throw in a Taskmaster. But I still was hoping for something a bit more “wow”, like the aforementioned Taskmaster. What you get with him for two cost is just amazing. By comparison, the Hunter is just ok.
 
Saucer: The saucers are pretty keen, particularly with the new version of abduct. Being able to reliably remove a Meat Slave or a Shadow Gate is pretty awesome. And every faction has at least one targetable unit. Also being able to plop down a Power Pod is great for getting them into position, although I feel like the Saucer will really come into its own if we ever get a Nullifier Pod to go with the Power Pod. Having the option for either power generation or defense debuff on demand will be a great utility power.
 
Power Pod: Amplifier is basically safeguard for power zones. And while it doesn’t seem like much, getting just a single extra power die can go a long way, particularly over multiple turns. While the Power Pod is slow by itself, being cargo means you can basically put it where you want it (like on a power zone). Losing refuel hurts, though, although I can see where in the current incarnation of the game that might be a bit too powerful an effect. Still, they could have replaced it with something else.
 
Even though I'm a bit disappointed in how the Martians turned out, I'm still super excited to get my hands on them and see if I can make them work as my main faction.
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SWAT4 is tactical first person shooter released in 2005, you have 4 people under your command and you mission is to save civilians and arrest the suspects

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