Weekly Article: BattleCON Base Analysis

Hey, everyone! Welcome to our new piece of Daily Content! Every Tuesday, we will be releasing articles about our games! These can range from simple things like analyzing the base pentagon in BattleCON to complex card counting in EXCEED. This week, we have a newbie BattleCON guide from circa 2013 Marco.


Hello, everyone! Since some newbies may be having trouble with the concept of bases and the intricate "rock-paper-scissors-lizard-Spock" game that it creates, I'll be posting a short (read: LONG) analysis of each one!

Quick note: these analyses are assuming that you and the opponent are at Range 1. This has to be a control as Grasp and Strike would be useless in any other situation.

by uwalvin on BGG

by uwalvin on BGG

Drive

Base-1-2.png

Wins against:
1) Burst
Burst's "Start of Beat: Retreat 1 or 2 spaces" effect resolves BEFORE Drive's "Before Activating: Advance 1 or 2 spaces" effect. This means that you can catch up to the fleeing opponent, then use your superior speed to hit him when he's caught off guard.

2) Shot
This is a simple matter of Power versus Stun Guard. Shot only has Stun Guard 2, while Drive has 3 Power. This, including Drive's bigger Priority means that it can stun the opponent out of the Shot. As an added bonus, since Shot is usually used from afar, Drive lets you close the gap to hit.

Loses against:
Grasp and Strike

 

Grasp

Base-3-1.png

Wins against:
1) Strike
Grasp's superior Priority means that it will go before Strike does. Although it won't stun the opponent due to Strike's Stun Guard, Grasp's "On Hit: Move the opponent 1 space" effect allows you to move the opponent out of retaliation range, avoiding it entirely.

2) Drive
Grasp makes use of its better Priority again when dealing with opposing Drives. The fact that Drive has no Stun Guard means that the opponent will get stunned. However, be careful if your opponent uses this attack while he's not in melee. Since Grasp is faster, you'll whiff before he moves forward.

Loses against:
Shot and Burst

 

Shot

Base-2-1.png

Wins against:
1) Burst
Opponents that use Burst to retreat from melee range will still be in the Range of most Shots. The fact that Shot has higher Priority means that you can hit and stun the opponent before he has the chance to do the same to you.

2) Grasp
As with the Burst example, Grasp will be used to try and change the range between you and the opponent. However, also like Burst, Shot's Range is enough to hit an opponent that has used Grasp's "On Hit: Move the opponent 1 space" effect. Although Grasp is faster than Shot, Shot's Stun Guard 2 will allow the Shot user to not be stunned as Grasp only packs 2 Power. With 3 Power, this means that you will trade positive against Grasps that only have 2 Power.

Loses against:
Drive and Strike
 

Strike

Base-1-1.png

Wins against:
1) Shot
Strike's larger Priority means that it will go first while its 4 Power allows it to break through Shot's Stun Guard 2, stunning the opponent. This situation may seem unlikely to many of you, but it happens more often than you'd think.

2) Drive
Although Drive is faster than Strike, Strike's Stun Guard 5 allows it to take Drive's 3 Power and not get stunned. Strike then retaliates with 4 damage, making you trade positively.

Loses against:
Grasp and Burst

 

Burst

Base1.jpg

Wins against:
1) Strike
Simply put, the Start of beat effect allows the user to get out of Strike's range, causing it to miss as Start of Beat effects trigger before the opponent checks whether he hit you or not.

2) Grasp
Similar to the Strike example, the Start of Beat effect allows the user to retreat out of the Grasp's range.

Loses against:
Drive and Shot

 

 

Dash

Base2.jpg

Wins against:
EVERYTHING
Dash's HUGE Priority and After Activating effect mean that none of the other bases can hit it. However, using a Dash also means that you won't be dealing any damage to the opponent. Dashes are mostly used to dodge a really powerful attack that you do not want to eat. Also, they can be used to gain better positioning for the next beat. Even if you won't switch sides with the opponent and dodge their attack, the large amount of movement it gives allows one to either close or create gaps.

Loses against:
None.

 

Dodge

This analysis by present Marco.

This analysis by present Marco.

Wins against:
EVERYTHING
Dodge is the replacement for Dash in the latest versions of BattleCON. While it shares many similarities to its old counterpart, there are a few differences. Its priority is reduced to 3 and its effect is now Start of Beat, instead of After Activating. All in all, Dodge still retains many of the benefits Dash has. There are, of course, a few changes.

Loses against:
CLASHES
Dodge's lower priority makes it significantly easier to clash. Specifically, its 3 Priority means that it will clash with unmodified Strikes. While this is not a big difference in low to mid levels of play, high level players can abuse this new weakness and prevent their opponents from successfully performing Dodges. Keep this in mind.

 

So what?

Although this might seem really "basic," this actually serves as an appropriate guide for HOW to make attack pairs.

For example:
You want to play Strike but don't want to be countered. Looking at the Strike part of this post, you'll see that Strike is countered by Grasp and Burst because they put you out of Range. So, logically speaking, if I want to cover that weakness, you should pair Strike with the Style that has Range!

Use this knowledge to your advantage when picking attack pairs and you'll be in the game in no time! :)


Thanks for the awesome article, past Marco! If you, reader, have an article you want to share with the World of Indines, contact present Marco on the Official Discord and we'll get it sorted out!