I think censorship council is a legit strategy, not a win more. If you’re both struggling for board, a censorship council can completely gum up their play, allowing you to take control while they have to focus on destroying it.
Go for it, give me specs, and start it up
Run whatever you think is good. I’ll post a t1
"P1T1
StartingHand Workers
STARTING HAND
Fox Viper
Savior Monk
Aged Sensei
Sensei’s Advice
Grappling Hook
WORKERS
Fox Viper
NextHand
Morningstar Flagbearer
Smoker
Fox Primus
Snapback
Safe Attacking
Discard
Sensei’s Advice
Savior Monk
Grappling Hook
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon rook - ($1)
play aged sensei - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: L1 Rook (2/4A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]: Aged Sensei
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 5
Thoughts
well this spec should have a stronger early game with the #1 wall in China. pretty decent t1/t2 split
"
I’ll jump on the MoLaC wagon and give it a try. Zane + Rook & Arg
T1:
Gold (5)
Worker (4)
Rook + Bombaster ()
dc3, d5
Patrol:
Leader: 2/4A L1 Rook
Elite:
Scavenger: 2/2 Bombaster
Technician:
Lookout:
Other -
Buildings:
Base: 20
Economy:
Workers: 6
Spare gold: 0
Hand: 5
Deck: 0
Discard: 3
Summary
H: played/bloodburn*/dog/bro/pillage
Thoughts:
"P1T2
Tech StartingHand Workers
TECH
Bird’s Nest
Argonaut
STARTING HAND
Safe Attacking
Morningstar Flagbearer
Fox Primus
Smoker
Snapback
WORKERS
Fox Viper
Morningstar Flagbearer
NextHand
Snapback
Savior Monk
Grappling Hook
Safe Attacking
Argonaut
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
build t1 - ($2)
smoker - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Smoker (1/1)
- [I]Technician[/I]: Aged Sensei (1/1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - L1 Rook (2/4)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 3
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 6
Thoughts
I guess the t2 split could have been a little better. I deliberated about this patrol a lot… I think teching birds is too good to pass up, and I’m afraid he’ll just throw in an Entangling Vines for my Argonaut I want something else with a high threat level to play.
There’s a number of lines he can take to kill Rook if I put him anywhere in the patrol, though they mostly require him having bombaster and madman… However I feel like I’ve had too many games that were just fucking ruined by someguy getting the nuts draw and an early hero kill. This patrol is sacrificing my poor poor sensei but at least gives me some good value for it.
"
T2:
Gold (6)
Worker (5)
Tech I (3)
Rambaster > Sensei (1)
dc3, rs , d5
Patrol:
Leader: 2/2A Bombaster
Elite:
Scavenger:
Technician:
Lookout: 2/4 L1 Rook
Other - 1/1 Rambaster
Buildings:
Base: 20
Tech I: 5
Economy:
Workers: 7
Spare gold: 1
Hand: 5
Deck: 3
Discard: 0
Summary
H: other 1/2 , careless*
T: Molac / sharks
Thoughts:
shouldnt the rambaster have survived and be in your "in play " zone?
indeed, and post fixed!
"P1T3
Tech StartingHand Workers
TECH
Scribe
Scribe
STARTING HAND
Grappling Hook
Snapback
Safe Attacking
Savior Monk
Argonaut
Fox Primus
WORKERS
Fox Viper
Morningstar Flagbearer
Fox Primus
NextHand
Bird’s Nest
Aged Sensei (1/1)
Scribe
Sensei’s Advice
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Argonaut - ($3)
Safe Attacking - ($2)
Smoker safely kills Rambaster
Savior Monk - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Argonaut (3/4A) Readiness
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]: Savior Monk (2/2), Healing 1
[B]In Play:[/B] - Safe Attacking
- Smoker (1/1)
- L1 Rook (2/4)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 3
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 7
Thoughts
Safe attacking + argonaut seems like a pretty good deal, but I’m bit afraid of entangling vines.
the potential for healing with safely attacking arognauts and rook is just too hard to pass up, gotta play the savior. Not sure between second Argo or Sentry, but at worst I should be on even footing with him on Birdies next turn and I can get in the Sentry next cycle.
Aaaand I think I’m going with Scribe. I want to get back up on cards and get to T2 ASAP for a Censorship council… seems like my best response to Molac, censorship and snapbacking zane into play to kill him, preventing a sharks paly.
"
T3:
Gold +F (8)
Worker (7)
Growth II (3)
Rook + Bombaster + Mad Max > argonaut (2)
Naughty dog (1 )
dc2, d3, rs , d1
Patrol:
Leader:
Elite:
Scavenger: 1/1 Dogg
Technician:
Lookout:
Other - 2/1 L1 Rook
Buildings:
Base: 20
Tech I: 5
Growth II : 5
Economy:
Workers: 8
Spare gold: 1
Hand: 4
Deck: 6
Discard: 0
Summary
H: played /pill*/scorch/Bro
T: pandas
Thoughts:
Rook + Bombaster only deal 4 damage, no? Argonaut has 4 health and 1 armor…
That’s what I get for posting from my phone, turn fixed
"P1T4
Tech StartingHand Workers
TECH
Earthquake
Earthquake
STARTING HAND
Sensei’s Advice
Bird’s Nest
Aged Sensei (1/1)
Scribe
Snapback
WORKERS
Fox Viper
Morningstar Flagbearer
Fox Primus
NextHand
Sensei’s Advice
Grappling Hook
Aged Sensei (1/1)
Bird’s Nest
Scribe
Tech 2 card(s)
Get Paid - ($7)
no worker
Scribe - ($5)
smoker safely kills dog
Savior safely kills Rook, 2 free lvls to my Rook
Maxband rook - ($0)
Rook hits your base for 4
Float ($0)
Discard 4, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Scribe (1/3A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Safe Attacking
- Smoker (1/1), Stealth
- L8 Rook (4/6), extra life
- Savior Monk (2/1), Healing 1
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Law)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 2
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 7
Thoughts
so he can exactly afford molac + zane + sharks next turn… Doesn’t sound good. plan a is to get censorship going but since I don’t have an answer for an executed molac I need to either kill his t2 or snapback for zane to prevent sharks… he set up such a tempting trap with that free rook kill.
I see 3 lines:
A) midband rook and kill t2 with Rook and Savior. Advantage: no MoLaC this turn. Disadvantage: If he has Sharks he could kill Rook. He can probably regain board pretty easily as I ignored his hero.
B) snapback to zane, kill him, do a little bit of damage to the T2 and midband rook. Advantage: no sharks next turn. Disadvantage: he could still drop MoLaC and start the clock. Even though he gets MoLaC down he probabably wont be able to add counters to it till atleast another turn. Though any Zane activiation gives him 3, which is a fuckin’ lot. The timer would be on and I’d need a pretty concise way to win quickly.
C) skip worker, kill his shit safely with Savior and Smoker (what he wants me to do), then maxband rook and hit his base, tech EQs. Then I give him the full chance to do his dastardly shit, but I’ll still have 3 units, maxband Rook and pretty much guaranteed EQs coming down. Pretty Yolo, but I guess I don’t really win the long game as eventually he’ll get MoLaC down and activated.
…LEEEEEERRROOOOOOYYYYYY
"
When did you build a Tech II?
T4:
Gold +F +SCV (10)
Molac (7)
Zane + Sharks!! ()
Zane + Shark > Scribe , Molac = 2
Shark#2 > Savior, Molac = 3
dc2, d4
Patrol:
Leader:
Elite:
Scavenger:
Technician:
Lookout:
Other - Molac [3]
2/1 L1 Zane
Buildings:
Base: 16
Tech I: 5
Growth II : 5
Economy:
Workers: 8
Spare gold: 0
Hand: 4
Deck: 2
Discard: 6
Summary
H: played /charge/Bro
T: sharks , detonate
Thoughts: let the base race begin!
heh, of course you had the 2/4 cards you needed.
I need to delete it, earlier version of the turn I was going to build one.
"P1T5
Tech StartingHand Workers
TECH
Entangling Vines
Entangling Vines
STARTING HAND
Scribe
Grappling Hook
Sensei’s Advice
Bird’s Nest
Aged Sensei (1/1)
Earthquake
WORKERS
Fox Viper
Morningstar Flagbearer
Fox Primus
NextHand
Earthquake
Smoker (1/1), Stealth
Argonaut (3/4A) Readiness
Earthquake
Snapback
Tech 2 card(s)
Get Paid - ($7)
No worker, cause ya know, fuck it.
Scribe, oh theres the card - ($5)
Smoker trades with Zane
Rook hits your base for 4
Rook casts Earthquake,1 dmg to your techs, 4 more dmg to base - ($0)
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]: Scribe (1/3)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Safe Attacking
- L8 Rook (4/6), extra life
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 8
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 7
Thoughts
Artisan Mantis could be bad? lol
"
Molac still doesn’t stop Rook though =\
T5:
Gold (8)
Mad Max + Rambaster + Wishful thinking < Scribe , Molac active (5)
Arg + Giant Wisp (3)
Hope I don’t get aftershocked (3)
dc2, d2, rs , d2
Patrol:
Leader: 6/8 L1 Arg
Elite:
Scavenger:
Technician: 5/6 Wisp
Lookout:
Other - Active Molac
6/6 Makeshift Rambaster
Buildings:
Base: 8
Tech I: 4
Growth II : 4
Economy:
Workers: 8
Spare gold: 3
Hand: 4
Deck: 9
Discard: 0
Summary
H: played /scorch/bomba
T: claps
Thoughts: 50/50 here
I don’t know what this wishful thinking card is but I have an EQ in hand. GG.
Certainly not my original game plan, but I guess there’s one way to deal with MoLaC.
I’m so glad I took like 8 hours to mull over that turn, as I almost just teched, then I almost didn’t just yolo for EQ. I’m sure I’d be SOL if I hadn’t yolo’ed