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Duel of Ages Set 1: Worldspanner» Forums » Strategy

Subject: Character Analysis: Thump rss

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Adam Mitchell
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The Giant is in the unfortunate situation of wanting to be a beatstick, but not having anywhere near the skills needed for the role.

Thump has the advantages of seven life, Green Melee and an excellent three Blue damage, but he's also saddled with Blue React, Blue Stealth, Red Armor and a miserable five movement! He therefore has great difficulty catching anyone in the first place, and even when he does snag a target he's extremely likely to take melee damage himself!

The answer to this difficulty is to treat Thump not like the Bladed Terror, but like Minx and Jinx on super-steroids. They throw pebbles; Thump hurls boulders! He has a natural Throw attack, single target, five range, one Green damage, and an opfire of two! With Yellow throw he'll usually hit his victim and he stands quite a good chance of imprisoning the average character. Like Xecttyl, Thump is someone you want to drop in the middle of the enemy at the beginning of the game and then have at them.

Of course all this is assuming the enemy doesn't have any beatsticks to set against Thump. If he does, you have to consider whether you want to risk the Giant's probable demise. On the one hand, you always want to conserve your characters. On the other hand Thump, like Mildred, doesn't have a very good life expectancy in the first place, he could seriously damage the opposing beatstick in question, and as long as that beatstick is protecting his allies from Thump, he isn't hunting your team members.

If you do use Thump offensively, try to avoid getting into Melee combat. Simply follow your enemies and continually pelt them with boulders. You can keep this up until the ranged weapons start coming out; then it's time for Thump to switch to a less violent occupation.

At that point, or before if you decide not to use him offensively, Thump makes for a surprisingly good adventurer in the Ancient Labyrinth. Then, too, his White Strength makes him a terrific challenger for the Colonial Tower of Maneuver. Finally, again like Mildred, Thump can be a lethal blocker if you can only get him a nice high-damage Throw weapon. Thump's +1 bonus with thrown weapons gives him a stellar White Throw while using them and he also increases the range of all grenades by one space!

So clearly the first thing you want to do is get Thump a powerful thrown weapon, from your Vault if necessary. The second thing you'll want to get him is armor, which will greatly increase his chances of survival. With his three Blue Melee damage he doesn't really need any melee weapons and he's pathetic with all non-Throw ranged weapons. His Red Wits limit him to only the most basic equipment and I wouldn't entrust Thump with a mount; he's too fragile to risk putting such a treasure in his hands and other characters can make better use of the increased mobility than he can.

Thump's final special power, the ability to carry six cards instead of four, is something I almost never see come into play. About the only circumstances where that seems likely to benefit him is if he kills Jerry Gillis or Santiago El Robusto and grabs their gear. Unfortunately for the Giant, those two are exactly the people he should avoid, since they might well have the ranged weapons needed to take him down. Neither one is a good shot, but against Thump you don't have to be!
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J Y
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Sweet timing! I've been following Thump's exploits in Hello Gregor's TRPMGSMT.
 
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