question unrelated to game.
Why topb instead of startb? honestly i find it confusing, cuz maxb is on the bottom of the card.
So i often find myself thinking “How the heck did he maxb it T1?!?”
Lol, maybe i’m dumb
STARTING HAND
Nautical Dog
Scorch
Bloodrage Ogre
Bombaster
Pillage
WORKERS
Scorch
NextHand
Bloodburn
Careless Musketeer
Mad Man
Charge
Makeshift Rambaster
Discard
Pillage
Bloodrage Ogre
Bombaster
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Jaina - ($2)
Summon nautical dog - ($1)
Tech I - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Jaina(2/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Nautical Dog(1/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
Thinking it through, there is no way for him the kill a 4 hp(SQL) hero without committing everything and getting smacked next turn. Wasn’t sure If I should go Jaina or Draak, but Jaina offers more offense next turn.
My biggest question here is if I’m going to see skeleton archery next turn or not. Alhazard likes the card and he started with garth+skeleton instead of Vandy+haunt so I’m willing to bet he has it.
You’re not the only one who gets thrown off by this. “Maxband”/“goldband” makes sense to me. “Midband” makes sense to me. “Topband” my mind has to process twice every time. “Lv. 1 ability” is clearer, but slower to type. In practice, since the first ability is the default, I’ve found that you can just say what the hero does without mentioning how when using the Lv. 1 abilities, and it’s usually pretty clear.
I say “midband”, “maxband” and “hero does a thing”. I don’t actually find myself saying “topband” or “firstband” since I kinda assume those abilities are well known and expected because, you know, the hero always has it.
i generally only use midb and maxb. Cuz generally startb is just sparkshot (and i just say it loud when it matters) or nothing. Garth is an exception, so like shax i just say “Garth makes a skele”.
Took me a stupidly long time to figure out my teching strategy. There are two constants I can rely on vs alhazard imo, from watching his games on these forums and at FSX. He will tech 2x bone collector & later a doom grasp. So I have to be careful to not get out muscled by pure value and number of bodies in the early game, but I can’t rely heavily on heroes to do so.
I went tower+ midband jaina because he can’t kill her without everything dying and I’m not expecting a doom grasp yet. I teched Crash bomber/taxman because they have great value and can stand up to bone collectors. Also crashbomber can tank stw for taxman, which makes him a more secure tank. This is potentially too passive.
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@Alhazard, btw garth only has 1 attack and you should have 6 workers.
STARTING HAND
Makeshift Rambaster
Nautical Dog
Crash bomber
Pillage
Careless Musketeer
WORKERS
Scorch
Bloodburn
Makeshift Rambaster
NextHand
Bombaster
Mad Man
Bloodrage Ogre
Charge
Discard
Pillage
Careless Musketeer
Land octopus
Bloodlust
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II, blood - ($2)
Summon crash bomber - ($1)
Summon nautical dog - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Jaina(3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Nautical Dog(1/1)
[I]Technician[/I]: Crash bomber(2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
I played too passively and now I’ve kinda lost the early game. I have to build Tech II now, I won’t have another shot. I also need all my gold for my next turn which is my only chance to come back. Worst case scenario(he has both stw and deteriorate, haven’t seen them all game…) and I can only keep my tech I alive by 1 hp. I need the explosive power of blood and I need to sustain it. My hopes rest on 8 wiggly legs.
Collect 7 gold (7)
Worker (6)
Graveyard (4)
Bone Collector deals to 2+A to Jaina and dies. Goes to Graveyard. Generates a Skeleton.
1 Skeleton trades with Jaina. Garth is L3
1 Skeleton trades with Dog. You get a gold
Imp trades with Crashbomber, base takes 1. Imp goes to Graveyard. You get a card.
Level Garth to L4.
Attack T2 with Bone Collector and Garth. Destroys T2 blood. Your base takes 2. Both Garth and Bone Collector takes tower dmg.
Bone Collector Generates a skeleton
Max Band Garth to heal (0), fetching twilight Baron from Discard with maxband.
Mad Man
Flame arrow
Gunpoint Taxman
Careless Musketeer
Nautical Dog
Tech 2 card(s)
Get Paid+scav - ($9)
Worker - ($8)
Rebuild tech II
Summon and max Zane, SQL skeleton shoved to scav and dies. we both get gold. - ($2)
Zane trades with baron
Summon Draak - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Draak(1/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
On the plus side, I got to do a fun Zane thing. On the other hand, if alhazard teched a doom grasp or nimble fencer he probably has it thanks to graveyard senpai. Then my tech II is dead again. So I don’t know if it’s a blessing or a curse that I didn’t draw octomom. If I got lucky and he doesn’t kill my tech this turn then I’m missing my window of opportunity!
I was originally going to tech crashburrow+landocto but decided on operation “don’t put all your eggs in one basket”. If Jaina’s spells can simultaneously reduce his board and blow up his graveyard, it just might give me enough defensive oomp to keep tech II alive. I teched a fire dart instead of x2 arrow in case I drew them both.
Collect 8+1 gold (9)
Worker (8)
Nimble Fencer (6)
Replay Twilight Baron from Graveyard (2)
Heroes’ Hall (0)
Skeleton and Garth kill Drakk, base takes 1. Skeleton dies, Garth takes 2.
Bone Collector and Nimble Fencer kill T2. Both take 1. Get a skeleton. Your base takes 2.
Tech 2 card(s)
Get Paid - ($9)
Re build tech II
Summon jaina - ($7)
Summon gunpoint taxman. - ($5)
Summon nautical dog, mad man, careless musketeer - ($1)
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Gunpoint Taxman(3/3+A)
[I]Elite[/I]: Nautical Dog(2/1)
[I]Scavenger[/I]: Careless Musketeer(2/1)
[I]Technician[/I]: Jaina(2/3)
[I]Lookout[/I]: Mad Man(1/1)
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 4
Disc: 3
[B]Gold:[/B]
Gold: 1
Workers: 9
Thoughts
Finally have enough weak dudes to tank stw effects so Taxman can tank. I think my Tech II can actually survive this turn! Probably too little too late but at least I get to put mr wriggly legs out before I lose!
Collect 9 gold (9)
Gargoyle (6)
Gargoyle (3)
Baron trades with Gunpoint.
Play Thieving Imp from Graveyard (0). random.org 2.
Bone Collector (3/1) trades with Jaina. You get a card. I get a skeleton.
Skeleton trades with musketeer. You get a gold.