so I’m going with a risky strategy that would really hate it if he had both grappling hook & good advice. I had a play that would kill rook, but was even worse off if he has the above combo. Like, instant GG vs ok-i-guess-grumpynoises
Thoughts: sticking with the classics. Removing Ogre is somewhat cheap here. Could have also gone for Draak but I want to keep my T1 as safe as I can. I guess Kidnapping could be dangerous but that can’t really be helped.
[/details]
Turn:
Start of turn:
Tech 2 cards
Collect 6 gold (6)
Main phase:
Hire a worker (5)
Construct Tech I Building (4)
Cast Grappling Hook and move Bloodrage Ogre to Lookout (4)
STARTING HAND
Scorch
Pillage
Ember sparks
Careless Musketeer
Crash bomber
WORKERS
Bloodburn
Charge
NextHand
Ember sparks
Ember sparks
Mad Man
Bombaster
Nautical Dog
Tech 2 card(s)
Get Paid - ($6)
Max Draak - ($1)
Summon crash bomber, gains haste - ($0)
Crash bomber trades with Monk, 1 damage to base.
Draak attacks base for 3
Makeshift rambaster attacks base for 4. Your base should be at 9(remember rambaster on turn 1)
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Draak(3/4)
Makeshift Rambaster
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
"
thoughts
I started this game with the desire to go for a quick kill. Rambaster first turn is great, albeit kinda a mixed bag since you have no board presence.This can make hitting with the rambaster again rather tricky. I kinda expected Draak to die so I was geared up to accept 1 base damage from him and start slinging spells with jaina. Instead I get a juicy 8 base damage.
Thoughts: Gotta take down Drakk and get some way to play more units. Flagbearer will help me defend the tiniest bit but I either need to mount a lethal offense QUICKLY or do something defense like teching Morningstar Pass or Versatile Style…
Skipping worker for Heroes’ Hall because BODIES.
Jaina is technically more dangerous right now (I think) but killing her would require blocking with Fencer instead of Rook. That seems sturdy until you realize that Zane+Ogre+Charge exists and my base takes another 5 damage. I’m not gonna risk that.
[/details]
Ember sparks
Bombaster
Mad Man
Ember sparks
Flame arrow
Fire dart
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon jaina - ($3)
Cast ember sparks, 3 base damage - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Jaina (2/3)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Makeshift Rambaster
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 7
"
Thoughts
Everything is on track. I have guaranteed 4 base damage next turn. The biggest deal here is if I can get some crash bombers out or not. Teching nothing but Jaina spells now because there is literally no downside considering how nice my tech cycle currently is.
STARTING HAND
Pillage
Scorch
Careless Musketeer
Crash bomber
Crash bomber
WORKERS
Bloodburn
Charge
Nautical Dog
NextHand
Pillage
Flame arrow
Bombaster
Tech 2 card(s)
Get Paid - ($7)
Summon Zane - ($5)
Summon crash bomber - ($4)
Cast scorch, kill flag bearer. you get gold - ($1)
Cast pillage, gold is mine & 2 base damage
Summon second crash bomber - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Zane(2+1/2)
[I]Scavenger[/I]: Crash bomber(2/2)
[I]Technician[/I]: Crash bomber(2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Makeshift Rambaster
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
"
[details=thoughts]Ok, so I forgot about flagbearer. Between flagbearer, snapback, and rook, I think white might be the best equiped to deal with my all in base race strategy.
Otherwise I’m still on track to drop a Jaina spell next turn and he won’t have a flagbearer to save him this time. He could snapback Zane with Jaina just to kill her, but I still have crashbombers and pillage. I summoned Zane instead of Draak because Zane will die easier. I don’t want to deal with being unable to summon Jaina because Draak lived and his 3hp is too much to suicide with. [/details]
Crap! Would have been a lot smarter to put the Flagbearer into the Scavenger slot in hindsight. Here’s hoping you don’t have one of many lethal spells in hand!
Thoughts: Crap, that Snapback would have come in handy now. Either Jaina spells or Kidnapping are lethal now. Could have reduced Kidnapping threat by not attacking with the birds but I just have to gamble now if I want any chance at this. Probably GG anyway…
[/details]
Turn:
Start of turn:
Tech 2 cards
Collect 7 gold +scav -pillage (7)
Main phase:
Hire a worker (6)
Construct Strength Tech II Building (2)
Cast Two Step on the Birds (0)
Nimble Fencer trades with Zane; Rook max-bands
River kills the Scavenger Crash Bomber, taking 2 damage; you get 1 gold and my base takes 1 damage