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CAPS 2017: Penatronic ([Present]/Peace/Blood) vs. robinz ([Discipline]/Fire/Truth)


#1

Gl, hf! @robinz
"P1T1


StartingHand Workers

STARTING HAND
Temporal Research
Time Spiral
Battle Suits
Tinkerer
Fading Argonaut


WORKERS
Time Spiral


NextHand

Forgotten Fighter
Neo Plexus
Plasmodium
Hardened Mox
Nullcraft


Discard

Temporal Research
Fading Argonaut
Battle Suits
Tinkerer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
summon onimaru - ($1)

Float ($1)
Discard 4, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Onimaru (2/3A), frenzy
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5
    "

#2

GLHF @Penatronic :slight_smile:

P2T1


StartingHand Workers

STARTING HAND
Grappling Hook
Morningstar Flagbearer
Savior Monk
Safe Attacking
Aged Sensei


WORKERS
Morningstar Flagbearer


NextHand

Smoker
Snapback
Fox Viper
Sensei’s Advice
Fox Primus


Discard

Grappling Hook
Safe Attacking
Aged Sensei


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Grave - ($2)
Savior Monk - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Savior Monk (2+1/2)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 1 Grave (2/3, Sparkshot)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

I’m not sure what his deck’s plan is, but it could be quite tricky to deal with - he has both the Peace with Purple Starter synergy, and lots of haste options from both Blood and Present (which I’ve tried to combine before, and haven’t given up on yet). Given that he’s using the purple starter, I’m guessing that he’s more likely to go with Peace Tech 2, with Drakk chosen for his ridiculous abilities and handy spells (I probably need an early Free Speech this game!), and Present instead of Past… I guess because it’s just more fun, although less controlly. I definitely need to worry about all 3 of Geiger’s spells at various points in the game!

It’s certainly tough as P2 facing Oni. I definitely do want to play Grave early (for his abilities, stats, and the fact that he allows me to play the great White starter spells on the cheap), so I need to protect him. SM is the best way to do that, and in Elite for a couple of reasons - firstly to give him the extra ATK so that Forgotten Fighter doesn’t work on him (or does it just check the printed attack? The card database doesn’t clarify this - but I can probably live with him spending 3 gold to return a card to my hand, even though it lets him kill Grave), and also to make sure Oni can’t kill him without giving Grave free levels.



#3

Since there are cards that refer specifically to printed attack, and since Forgotten Fighter does not, Elite slot should prevent Forgotten Fighter from working on your Savior Monk.

Behind the Ferns’ ruling about Steam Tank seems relevant. Steam Tank gets stealth from Behind the Ferns as a 3-attack, then sneaks through, then gets the boost. But the ruling says that if it were boosted before Feral Strike (say, by Midori’s midband [though it still lists that as +2/+2]), then it wouldn’t get stealth (presumably because Behind the Ferns refers to ATK, not printed ATK). I likewise recall seeing rulings in this thread about Behind the Ferns failing on low-ATK units that have been boosted. So I see no reason why Forgotten Fighter wouldn’t be the same.


#4

@ARMed_PIrate: I think you mean Behind the Ferns, not Feral Strike. (btw, I personally see no reason why @Penatronic shouldn’t be able to read your response. The context is that I was wondering if Forgotten Fighter works on Saviour Monk while he is in Elite and temporarily at 3 ATK. Which in itself doesn’t reveal anything about my intentions, and is something he might also want to know about.) Your reasoning seems fair, though :slight_smile:


#5

That is exactly what I meant, and I’ve edited to fix. (I got it right 1 out of 4 mentions! How’d I manage that?)


#6

"P1T2


Tech StartingHand Workers

TECH
Boot camp
Elite Training


STARTING HAND
Nullcraft
Neo Plexus
Plasmodium
Hardened Mox
Forgotten Fighter


WORKERS
Time Spiral
Plasmodium


NextHand

Fading Argonaut
Battle Suits
Elite Training
Boot camp


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
play neoplexus - ($3)
play hardened mox - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Hardened Mox (2/1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Neo Plexus (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru (2/3), frenzy
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

skipping t1 so that I can get enough chumps to ensure onimaru survives next trun, in retrospect I should have just pulled out a chump blocker instead. however, this isn’t the worst since I wanted some peace spells anyways to buff mox

"


#7

Apologies for the delay.

P2T2


Tech StartingHand Workers

TECH
Ember Sparks
Rambasa Twin


STARTING HAND
Sensei’s Advice
Fox Primus
Fox Viper
Smoker
Snapback


WORKERS
Morningstar Flagbearer
Fox Viper


NextHand

Rambasa Twin
Ember Sparks
Snapback
Fox Primus
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Grave kills Plexus, taking 2 damage. You draw.
Tech 1 - ($3)
Smoker - ($2)
build Heroes’ Hall - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Savior Monk (2+1/2)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Smoker (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 1 Grave (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

I think killing Plexus safely is right because he could play Battle Suits at any point. I was initially going to spend my last 2 gold on levelling Grave up, but even with only 1HP I don’t see any way he can kill him on his next turn (assuming our Piratical friend is right that Forgotten Fighter can’t bounce SM while he is in elite), and I can always do that next turn. Meanwhile the HH allows me to get Jaina into play to continue the aggressive part of my game, alongside Grave. For this reason I’ve teched an Ember Sparks, alongside the Rambasas (the latter seem a clear choice as P2, as a primarily defensive option, although still decent for attacking with, which is more expensive than most Tech 1s).

Well, I’ve drawn both my techs on T3 - normally a cause for happiness, but I can’t afford both since I don’t want to skip a worker. I need to play Jaina before playing ES, of course - AND I may well need to pay 2 to midband Grave. Oh well, at least I should have good options against anything he does :slight_smile:



#8

"P1T3


Tech StartingHand Workers

TECH
Argonaut
Eager Cadet


STARTING HAND
Battle Suits
Boot camp
Elite Training
Fading Argonaut
Forgotten Fighter
Temporal Research
Tinkerer


WORKERS
Time Spiral
Plasmodium
Temporal Research


NextHand

Fading Argonaut
Neo Plexus (2/2)
Tinkerer
Nullcraft
Elite Training


Tech 2 card(s)
Get Paid - ($6)
Draw from technician
Battle suits - ($4)
cast Boot Camp on Smoker, he bounces, I draw - ($3)
Hardened Mox Kills Savior Monk
Onimaru kills Grave, goes to lvl3
Worker - ($2)
Tech 1 - ($0)

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • L3 Onimaru (2/1), frenzy
  • Hardened Mox (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

I don’t like leaving Onimaru exposed, but the only way he’s going to kill him is with a Lobber or some Jaina spell… not sure how likely that is… he did go heroes hall but my guess would be he wanted to do some sort of illusion tomfoolery with Quince… I hope. After draw: funny I considered not going yet again to get Onimaru to a safe HP, and looking at the draw I could have gotten away with it with zero t1 units.

"


#9

Sigh, that’s 2 games in a row where I’ve allowed Oni to kill my Grave on Turn 3, both (and especially in this case) through my own stupidity. And much harder to come back from as P2 :frowning:

Note that you forgot to list your Tech 1.

P2T3


Tech StartingHand Workers

TECH
Sparring Partner
Lobber


STARTING HAND
Ember Sparks
Rambasa Twin
Snapback
Fox Primus
Sensei’s Advice


WORKERS
Morningstar Flagbearer
Fox Viper
Fox Primus


NextHand

Sparring Partner
Aged Sensei
Grappling Hook
Sensei’s Advice
Safe Attacking


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Rambasa Twins - ($2)
Smoker comes back for another go - ($1)

Float ($1)
Discard 3, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rambasa Twin (3/2+A)
  • :psfist: [I]Elite[/I]: Smoker (1+1/1)
  • :ps_: [I]Scavenger[/I]: Rambasa Twin (3/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

OK: Mox, Battle Suits, Boot Camp. He’s definitely playing this as a standard Purple Starter + Peace build. Except must remember that Drakk is available to him, as well as that he is playing Present rather than Past (which I feel OK about). I don’t think I entirely forgot about the possibility of him playing Boot Camp, but I decided that I was OK with him buffing one of my units at this early stage, just to sideline it. What I completely failed to appreciate was that by putting Smoker there I gave him the perfect BC target :frowning:

I don’t miss Grave hugely, but giving Oni free levels is definitely a bummer. Once again I find myself way behind early on. So I’ll just play my Rambasa brothers (no point playing ES when he has no patrollers, I don’t fancy spending 3 gold to just do 3 non-lethal damage to his tech 1 or base), and another blocker. I could have played Jaina or Quince (most likely the latter, for some mirror fun) instead of Smoker, but that puts me at risk of another hero kill if he has redrawn BC. Smoker has the major merit of threatening to take out Oni next turn, so he’ll have to do something about it. Although he probably wanted to spend 2 to midband and heal Oni anyway.

I would have liked to use my P2 tech advantage to get Tech 2 up and running, but I can’t afford to do so and leep it safe. So I’m not teching any Tech 2s yet (since I’m almost certain to draw one), instead going for my 2 favourite cheap Tech 1s from this codex.

I suspect I need aggression in a hurry, before his Peace engine gets properly up and running. For this reason, I am vaguely leaning towards Fire Tech 2 (using Firebirds for sure, with possibly Firehouse/HF if I can play them without falling too far behind on board. Oh, and how can I forget the awesomeness that is Chameleon Bamstamper - thanks @Hobusu - Lizzo?) - but Discipline is still a definite possibility.

(Just a footnote to complain about how terrible my next hand is. Yes I can and will play SP, but he’ll probably have to go on blocking duty…)



#10

[details=For robinz][quote=“robinz, post:9, topic:2291”]
Oh, and how can I forget the awesomeness that is Chameleon Lizzo?
[/quote]

Chameleon Lizzo is in Anarchy. You’re thinking of Bamstamper Lizzo.[/details]


#11

"P1T4


Tech StartingHand Workers

TECH
Eager Cadet
Argonaut


STARTING HAND
Tinkerer
Nullcraft
Fading Argonaut
Neo Plexus (2/2)
Elite Training


WORKERS
Time Spiral
Plasmodium
Temporal Research
Tinkerer


NextHand

Boot Camp
Eager Cadet
Argonaut
Forgotten Fighter


Discard

Elite Training
Nullcraft
Neo Plexus (2/2)
Eager Cadet
Argonaut


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
level onimaru to midband - ($4)
onimaru casts elite training on hardened Mox and onimaru - ($2)
play fading argonaut - ($0)
hardened Mox kills SQL Rambasa and spark shots smoker to death
onimaru kills Rambasa in scav

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut (3/3A) Fading 3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • L5 Onimaru (4/2), frenzy, readiness
  • Hardened Mox (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I feel like im in pretty solid control of the board here, hardened Mox is going to be providing insane value. next turn I tech in two garrisons.

"

Edited fargo counters


#12

Wow, I completely didn’t anticipate Elite Training there. This game goes from bad to worse…

P2T4


Tech StartingHand Workers

TECH
Molting Firebird
Molting Firebird


STARTING HAND
Safe Attacking
Grappling Hook
Aged Sensei
Sensei’s Advice
Sparring Partner


WORKERS
Morningstar Flagbearer
Fox Viper
Fox Primus
Safe Attacking


NextHand

Snapback
Ember Sparks
Lobber
Savior Monk


Discard

Smoker
Rambasa Twin
Sensei’s Advice
Grappling Hook
Molting Firebird
Molting Firebird


Tech 2 card(s)
Get Paid + float + scavenger - ($10)
Worker - ($9)
Grave - ($7)
Sparring Partner - ($6)
Quince plus mirror

  • ($4)
    Tech 2 Fire - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Sparring Partner (2/2+A)
  • :psfist: [I]Elite[/I]: lvl 1 Grave (2+1/3, sparkshot)
  • :ps_: [I]Scavenger[/I]: Aged Sensei (1/1)
  • :pschip: [I]Technician[/I]: Mirror Illusion (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 1 Quince (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Definitely NOT going well here. That Elite Training, when I’d patrolled in just such a way as to let him take advantage of it, was not nice to see :frowning: I feel like I’m having to go all out to avoid pretty much losing instantly. 2 units, midband Oni, plus Battle Suits (which boosts both his units), against my empty board…

So, it’s Tech 2 Fire, load the patrol zone, and hope to be able to do something. Teching 2xFirebird because he won’t be able to do much to kill that, at least for a while. Unfortunately I won’t get to play it next turn unless he kills my Technician (and is only a 1 in 3 chance then). Initially I was going to keep the mirror out of the patrol zone, so that I had more chance of having a non-fatigued mirror copying a Firebird - but with 3 units to attack with, plus an almost certain bootcamp to clear a patroller out of the way, I decided I needed 4 patrollers. Otherwise he can wipe my board again while keeping virtually all of his alive.

Grave is just a sacrificial meat shield, again. (But kept out of SQL so that he will have to work a bit harder to get the free levels.) Oni will probably get to max level on his turn. Since he has teched 2 of Oni’s spells (and that’s all that I know he teched, although there’s surely got to be at least one Tech 1 in there, I’m guessing Argonauts and/or Cadets), I feel that Snapback may be a necessity next turn, even though it will cost me 4.

I’m thinking of Free Speech plus Lizzo for my next tech phase (the last cards I’ll strictly have to tech - even though it feels like this game has barely started), but we’ll see what he does. I expect it to be pretty painful.



#13

"P1T5


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Forgotten Fighter
Argonaut
Boot Camp
Eager Cadet


WORKERS
Time Spiral
Plasmodium
Temporal Research
Tinkerer
Forgotten Fighter


NextHand

Eager Cadet
Boot Camp
Fading Argonaut
Flagstone Garrison
Argonaut


Tech 2 card(s)
Get Paid - ($8)
fargonaut to 2 runes
Tech 2 - ($4)
cast forgotten fighter on sparring partner - ($1)
Onimaru kills sensei, you get $1
Fading Argonaut trades with Grave, Onimaru to lvl7
Maxband Onimaru - ($0)
No worker

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Hardened Mox (2/1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Soldier (1/1), Sparkshot
  • :pschip: [I]Technician[/I]: Soldier (1/1), Sparkshot
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • L8 Onimaru (4/5), frenzy, readiness
  • Soldier (1/1), Sparkshot
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

not sure if the best play is to play Eager Cadet or to leave it in hand to increase chances of pulling a flagstone garrison? … so did some math and its actually better not to play the Cadet for an extra 5% chance of drawing a Garrison. I dont think I’ll need the extra as I have plenty of patrollers now

"

Edited per comments below


#14

@Penatronic - you say you Forgotten Fighter’d Sparring Partner, then killed him? I guess FF was actually on Sensei or the illusion?


#15

I read that as FF the partner, and then kill the Sensei, so you got the 1 gold from Scav bonus.


#16

Note that Battle Suits only affects non-token soldiers, so those Soldier tokens are 1/1, not 2/1. (@robinz)


#17

I’ve made that same mistake before


#18

Thanks for the corrections, yes I bounced SQL dude then killed scav dude


#19

Oni should also be L8 in your summary


#20

I just noticed that your last post said you had 9 workers, but this doesn’t seem right. You had 8 last turn (and can’t have more as P1 after turn 4), yet you skipped a worker this turn so surely you are still on 8?

P2T5


Tech StartingHand Workers

TECH
Flame Arrow
Bamstamper Lizzo


STARTING HAND
Ember Sparks
Snapback
Lobber
Savior Monk


WORKERS
Morningstar Flagbearer
Fox Viper
Fox Primus
Safe Attacking


NextHand

Molting Firebird
Lobber
Smoker
Flame Arrow


Tech 2 card(s)
Get Paid + scavenger - ($10)
Jaina - ($8)
Snapback Ominaru for Geiger - ($4)
Jaina casts Ember Sparks, doing 1 damage to your Tech 2 and killing both your patrolling soldiers. You get $1 and draw a card. - ($1)
Sparring partner comes back - ($0)
no worker

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Sparring Partner (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Mirror Illusion (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 1 Quince (1/3)
  • lvl 1 Jaina (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

I think I covered most of this when giving my thoughts last turn. It’s a shame not to be able to afford Lobber, or to play a worker (there’s now a huge deck between me and my Firebirds after I reshuffle) - or indeed to level Quince up enouth to get his mirror game going - but I think everything else was necessary - Snapback to stop him playing AoW (as well as certainly render 2 cards in his deck unplayable for a turn), and Ember Sparks to kill off 2 of the soldiers. So now he has Mox, Geiger and just one soldier - plus whatever he plays next turn (a Garrison and a load of cheap units would be standard, although he might go with Sergeants first, or indeed something else). I’ve but Partner back in SQL to force him to go a little bit further to get past him.

Note that at the last minute I’ve decided to tech Flame Arrow instead of Free Speech. The reason is simple: FS helps to disable heroes for a turn, but FA should hopefully be able to kill them off! Which is especially useful if I’m playing a hero-heavy game, as I plan to - the 2 extra gold compared to FS pays itself back when I kill a hero. It also doubles as a way to help get rid of Drill Sergeants hiding behind the lines, and indeed destroy buildings. I hope to make Jaina into a unit and building-destroying machine - I’m sure I can’t keep her alive indefinitely, but he has no direct way to deal with heroes (other than Chronofixer, and obviously that isn’t happening when he’s gone Peace Tech 2) so I hope to cause him some problems in dealing with her.

OK, next hand has a Firebird, plus some very useful backup options. Whatever he does, I hope to be able to do something good :slight_smile: (Although I must watch out for Drakk, and Kidnapping in particular!)