Oh man, I know what you mean. I think it’s actually kind of bad to start playing by forum when you’re just starting out. It’s way easier (and I think, much better) to quickly make judgement calls and mistakes than to agonize for a really long time… and still make similar judgement calls and mistakes. Which is inevitable, in a game like Codex. It’s actually really hard to get a sense of what’s good from PbP play. At least to me. But it’s better than not playing the game at all!
Hopefully someday we’ll get a chance to play together in person.
I have a few local friends I hope to be able to rope into learning it. Unfortunately, probably not my partner, who easily becomes frustrated in games that are too interactive (my words, not hers). She’d hate it if I ever destroyed one of her tech buildings.
Being able to look at the forums but not access my setup to take a damn turn while I’m at work is agonizing right now
not even slightly. Also I tried that spreadsheet and couldn’t get it to work for me even a little. I’m using a notepad doc (thus the typos and such) and my old Lackey build I was working on before the TTS mod even came out
[details=Secret Thoughts] It’s well past time for Calamandra to die. Now I’m horrified of sharks. I’ve never been afraid of sharks in real life before. Nothing I can really do though. Teched for the Spitters because I just want more 3/3s and I hope the runes are good? I’m still screaming a lot. He has a whole tech 2 building! I’m screwed, I’m so screwed
I don’t /think/ I take base damage for having Jail destroyed (you never said I did, I’m just not sure). Let me know if I do. My understanding is, you lose base health if you lose a tech building or an add-on, but not a building card.
[details=Secret Thoughts] Okay, I hope this’ll slow him down. I hope next turn I can get a turn “off” to finally build tech 2. Abominations should be good if I can ever resolve them, and I think that’s my best play to win (as opposed to, not lose). Workering Flame Arrow sucked a little, and I’m still not sure it was right, but I think I can do with only the one for now. “Advantage” to playing so behind on cards at the moment is that I know I won’t draw tech 2 cards next turn without a building!
[details=Secret Thoughts]I’m, obviously, still horrified. Drink if you saw that coming. I don’t think he has enough haste to ruin me here? I hope leveing Orpal to max gives enough HP to survive the turn, although I haven’t teched for any spells that I need him for yet… Didn’t worker because I thought drawing was more important at this point. Considered
workering and teching 1 or 2, but absolutely did not consider workering and teching 0. Hrm. Have access to Jaina>Flame Arrow next turn which is handy. We’ll see where it takes us. Brave Knight > Manufactured Truth also seems like a potentially fun line, although hopefully it won’t come to that.[/details]
Abomination, Brave Knight, Flame Arrow, Spectral Aven, Manufactured Truth
Discard
Secret Thoughts
I wish this last draw were better, but also, I didn’t worker last time, so, my fault. I’m not sure I like Jaina’s chances at survival, but if she doesn’t make it, I can’t flame arrow. I have access to Abomination, Unit, Manufactured Truth for two Abominations next turn, which might be awesome? We’ll see if we need to pull that cool trick. Kind of hope I wind up in a situation where that’s good just because it’d be sexy. But of course I also don’t want to work that hard
Ah, interesting, that makes sense, given that they die simultaneously. Thanks for the catch!
Okay, I put a -1/-1 rune on Makeshift Rambaster and a -1/-1 rune on Pirate Gunship. Nothing else about the turn changes, since 0/1 Rambaster gets +2 attack when hitting a building, which is still enough to kill Tech III.