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king_of_camazotz:start

King of Camazotz

In the beginning, life was harsh. The world was cruel. And deep within the heart of the Death Lands, the city of Camazotz arose, its people praying hopelessly for deliverance from this harsh climate, but their human sacrifices went unanswered. Desperate to save his people, the king made a pilgrimage into the most forbidden parts of the jungle. There, he found an ancient shrine, inscribed with images of a priest drinking blood from the altar and acquiring the power of a god. So, the king sacrificed his honor guard on that altar, and from it drew dark power that transformed him to gigantic proportions with an evil and twisted bat-like face. When the King of Camazotz returned to his people he found them playing ōllamalitzli, and their blood sport inspired him: he would make destroying the cities of Xolotl his people’s game. When the people of Camazotz saw their massive and terrifying king, they fell to their knees and worshiped him. He answered their prayers by granting them the power to match the darkness in their hearts.


Destroyers - This model may be played in any list with the Destroyers agenda

Faction - Ancient Ones

Model Type - Monster

Special Rules

Alpha

Bloodsport - Once per turn, during your Monster Activation, when an enemy monster is damaged by an attack, immediately after the attack is resolved advance this monster up to two spaces.

Flight - This model can end its movement on impassable terrain and is immune to hazards except when colliding with them.

HP SPD DEF High Mobility
11 ⇒ 8 6 8 Yes
Attack Type RNG Dice Weapons Rules
Brawl 5 + 4 Onslaught - After this attack is resolved, this model can make this attack again this turn. This attack gains +2 Boost Dice if it targets a model this monster has already attacked this turn. This monster can make one attack as a result of Onslaught while in Alpha mode and two attacks as a result of Onslaught in Hyper mode.
Scent of Blood - Once per turn, if this attack hits, take on Skull Bat grunt from your unit reserves and place it within three spaces of this model.
Vampirism - If this attack hits an enemy monster, restore 1 Health to this monster after the attack is resolved.
Power 6 + 3

Hyper

Action: Sprint - During your Monster Activation, this model can spend one Action Die to perfomr a Sprint action. Advance this model up to three spaces.

Battering Ram - Once per turn, if this monster damages an enemy monster with a ram power attack, immediately after the attack is resolved you can move the damaged monster up to two spaces in a straight line in any direction as a result of the attack. During this movement, the damaged monster moves through and collides with buildings, units, and hazards in its path. The damaged monster stops moving if it collides with another monster.

Energy Thief - Once per turn, when this model hits an enemy monster with an attack, you can move one Action Die from your opponent's Monster Pool to their Unit Pool and move on Action Die from your Unit Pool to your Monster Pool.

Flight - This model can end its movement on impassable terrain and is immune to hazards except when colliding with them.

HP SPD DEF High Mobility
7 ⇒ 0 6 8 Yes
Attack Type RNG Dice Weapons Rules
Brawl 6 + 4 Onslaught - After this attack is resolved, this model can make this attack again this turn. This attack gains +2 Boost Dice if it targets a model this monster has already attacked this turn. This monster can make one attack as a result of Onslaught while in Alpha mode and two attacks as a result of Onslaught in Hyper mode.
Siphon - If this attack hits an enemy monster, you gain one Power Die. That monster's controller loses one Power Die.
Power 6 + 4

Strategy

The King of Camazotz (Cam) is, ultimately, a toolkit. The trick to playing him, in my opinion, is learning how and when to use which parts of his kit. At first glance, he looks like an Onslaught monster, but in truth that's only part of his appeal.

In alpha, the two things he really has going for him are Onslaught + Vampirism and Bloodsport, and it's the second one that's really gonna win you games. Bloodsport equates to 2 free steps on almost every monster turn while Cam's in alpha, which adds up. If you find yourself with Cam as your second monster, that's when the vampirism starts to shine, as you can set yourself up so the only lines on you deal 2 damage, and then you heal 2 while dealing 2. Scent of Blood is a weird one. Sometimes you'll want to use it to generate a screen to prevent enemy monsters from aligning for a throw or body slam (note that it doesn't require you to hit a specific model type), sometimes you'll want to try to get the bonus Scout die from the Skull Bat, and sometimes you'll use it as a tempo play, either having the bat disrupt a secure or placing it on an objective to get a secure of your own.

In hyper, he trades Bloodsport for Sprint, which is marginally less useful, but picks up Energy Thief and Battering Ram. Battering Ram may be the flashy rule, but it's often Energy Thief that gives Cam the edge. 1/turn Energy Cycle + Energy Sap might not feel great, but when you get 11-die monster turns and your opponent only gets 9, it starts to add up.

Overall, you want to play Cam aggressively, and not lose sight of the small efficiencies just to get the flashy plays he enables off. He may not look like it at first glance, but Cam is actually a very economical monster, essentially generating free value as long as you factor his rules into your plan for the turn. He's flexible, hard to put down, and dangerous no matter what stage the game is in. Read the board state and choose your angles well, and Cam will reward you. Rely too heavily on one part of the kit, or pick the wrong tool, and he'll punish you.

List Building

When building a list, he's fairly unit agnostic, really only needing to run 2-ish Skull Bat units, and even then you don't need them, since they're only relevant to his 4-health alpha. Downtown Highrise buildings are nice, but again not necessary. Monster-wise, the thing I look for is another monster that's tough and fast, making Dynastavus, Karkinos, and Robo Kondo excellent choices. He could also use a power-generating partner like Gorghadra or Tharsis-5 due to his relatively low boost dice. However, he doesn't really need any one thing in particular from a partner, so take something that compliments the way you want to play him.

Rules Interactions

king_of_camazotz/start.txt · Last modified: 2023/05/14 22:42 by admin