Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
build Heroes Hall - ($0)
hook the messenger to lookout and kill him with grave
(did not like the news he brought)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Aged Sensei (1/1)
Lookout:
In Play:
Grave Stormborne, L1 (2/2) - sparkshot
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
oh, there are quite a few decissions to make already…
with all this float, maxband drakk is a possible threat next turn. with 9g he has enough money for a frenzied, hasty older brother or brick thief. so i gotta be careful about not losing my hero.
i certainly don’t want to feed him another gold, so i’m going to use my hook. question is, if i drag him to technician to mess with his cycle… i like the idea. but there’s this big pile of gold again… and i don’t want to give him more cards to build board presence with it
building tech 1 leaves me with 2g… for savior monk or a heroes hall. guess i’ll go with the addon in that case. it’s more of a threat. and i think i gotta play agressive with all the direct damage (and the tech 1 haste) that he can dispose of. i wonder, if he’ll just overrun me with lobbers and/or fencers plus the occasional flame arrow…
i’ll patrol sensei in technician. he won’t be able to cast spark and play a hasty unit. but he might be able to kill sensei, even if i put him in sql
ouch, that whiff on my draw’s not good. maybe he’ll go for the sensei, though
oh, i forgot that neutral spells don’t have a penalty… good to remember
do i trade zane against tenderfoot to have a swing with grave at one of his buildings? not sure if that’s the way to go… maybe just clear his board with grave, summon river and see if he sends a frenzied lobber or the like… if he kills river i can still threaten zane.
i’m kind of tempted to tech in harmony and martial mastery. but then that strategy seems kind of fragile, even if bansa won his match against nopethebard this way… i’m certainly not convinced that i’ll have river available next turn
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
max Grave - ($2)
tap Grave to throw a sword rune at firebat
hire GPT - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: River Montoya, L1 (2/3a)
Elite:
Scavenger: Gunpoint Taxman (3/3)
Technician:
Lookout:
In Play:
Grave Stormborne, L7 (4/5) - sparkshot, readiness
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
ok, the two big questions for me here are (i) tech 2 or max grave and (ii) do i let his river live so he can’t use another hero next turn (and doesn’t get to draw)
there are quite a few possible and promising lines of play. guess i’ll leave his river alive, so he can’t throw a flame arrow at me next turn or speed up with drakk. i also like him down at 4 cards. paying 4g to get rid of firebat seems a bit expensive at first, but i’m aiming to follow up with either reversal + rambasa twins or suiciding my river into his patrol zone for zane + sharks. both options would leave me with 1g for a worker…
Hi @bansa! I accidentally posted a version of my turn with an artifact of another line of play (i considered teching up instead of max band grave and put a tech 2 with the corresponding spec choice into the spreadsheet). I found the error seconds after hitting the reply button and edited it in the forum. It doesn’t show up in the editing history of the post. However, you might have received an email notification with that artifact in it. Well, guess it is up to you now to decide, if you read that mail and if you rate the information it contains as accurate and /or valuable just aiming for maximum transparency here for how that line found its way into the mail and doesn’t show up in the forum post
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
River trades with brick thief, your river to max
Summon zane + sharks - ($0)
Grave kills river, zane to lvl3
One shark trades with firebat, you draw
The other shark and GPT break your tech 2
i knew the risk but had hoped that you workered spark already and maybe would use a flame arrow to slay Grave
losing both heroes was more than i expected. i had hoped to keep one alive. gave a thought to leaving Grave behind the lines. maybe he would have lived? will have a look at your hand after the match
Tech 2 card(s)
Get Paid + float - ($10)
Zane - ($8)
surprise attack - ($3)
sensei’s advice on my sharks - ($1)
sharks eat firebat and river, zane to lvl 3
Zane to lvl 4 - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Captain Zane, L4 (3/3a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Discipline)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 12
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
!sharks and zane plus hook just don’t do the job right now… he did well to midband river
what do i tech in for the final? i’m a bit desperate atm, think i’ll be going down.
i could afford tech 3, hire rambasa twins, demolish my heroes’ hall and build a tech lab for gunships. that would be a constant threat and soak up some direct base damage… he probably would go for the tech lab, that would cost me an additional gold every turn and i get some base damage after all. oh, i’m missing a worker/gold for that. would have to build the tech lab next turn… hm
so it’s twins + monk probably. that will force him into action, i guess. monk is really good against kidnapping, lizzos, sidelining by river… what do i tech then? harmony could be an option with all the spells for upgrade removal, base repair, card cycling… but i’m not very confident that i can line this up. training grounds could support a straight hero play, but are probably just not enough. yld might also be an option. but i’ll have to keep mind parry monks in play in that case… a second copy of sharks… is quite expensive. i think i’ll go for harmony after all as everything seems sketchy atm
zane might be an option after all, with sensei’s advice… but do I summon grave too or safe him for next turn? I wish I had teched into anarchy, and could effectively threaten tech 3…
yeah, that’s finally the base rush i feared, but faster than i imagined… gg, wp! @FrozenStorm
looking at the turns i’m not yet sure where i should have acted differently. probably it was putting too much money for too little outcome into grave in t4 (?) and tech choices… i tend to lack a consistent tech/game plan for finishing and think too much from turn to turn, i guess…
GG WP! Codex packs a lot of decisions in a turn which results many different styles of play. I’d prolly have played quite differently just because of my extreme playstyle, but as an opponent your moves felt very solid especially thru T4. Grave throwing sword at firebat had me kneel and was definitely received as the right move. T5 was the pivoting moment and you really didn’t have to come down to ground and grapple with me. That was exactly what I hoped for. I think you were in a safe position that if you just kept doing what you were doing (meaning standard progression of tech), I didn’t really have a chance. The tough part is that you had to know your end game plan (turning current advantage you had into victory) or simply call me bluff to be able to stay the course and not be disoriented. Another thing you could have done was to tech martial mastery ILO rambasa twins since you didn’t really need the twins. That way you can look at my hand and break either of Tech buildings if you needed to. Hope this helped. I think you are a very strong player. I’ve only played you once but sensed the similar strength in you as Frozenstorm. I would reference his plays in mastering your own.
That’s definitely not the case i played quite a few forum games through the years. I guess I have a win ratio of maybe 20% to maximum 30%. Or at least it feels that way. Codex is just so brutal
Will take a little forum break after the tourney, but I’m looking forward to our next game!