From the rule book
"You can attack with any unit or hero that you controlled at the beginning of your turn."
I wondered about this and it makes since with Kidnappings wording. Iāll edit to have Mad Man take the Tech 2 and have Shambler patrol
redoing turn
P1T8
StartingHand Workers
STARTING HAND
Rampant Growth
Moments Peace
Stampede!
Artisian Mantis
Artisian Mantis
WORKERS
Verdant Tree
Rich Earth
Young Treant
Stampede!
Galina Glimmer
Forestās Favor
Stampede!
NextHand
Ironbark Treant
Blooming Ancient
Blooming Ancient
Moments Peace
Artisian Mantis
Tech 0 card(s)
Get Paid - ($10)
Rebuild Tech 2
Midori - ($8)
Midori to mid - ($4)
Moments Peace - ($2)
Wisp kills Spore shambler
Worker - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Midori (3/4 + A, lvl 5)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Wisp (2/2) +
[B]Buildings:[/B] - Base HP: 11
- Tech I HP: 5
- Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 7
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 11
Hey man just to clarify, Wisp was 1/2 at start of turn? So Wisp canāt kill Shambler?
He doesnāt have any abilities, so he receives Midbandori buff
Got to remember this for future use.
My bad! I completely forgot about Midbandori!
"P2T8
Tech StartingHand Workers
TECH
Bug Blatter
Flame Arrow
STARTING HAND
Pillage
Crash Barrows
Glider
WORKERS
Bloodburn
Careless Musketeer
Scorch
Bombaster
Charge
Pillage
NextHand
Glider
War Drums
Gunpoint (3/3)
Crash Barrows
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Tech 3 - ($5)
Zane deals 3 dmg thru 1 armor to Midbandori, dies, Midbandori to L7
Jaina - ($3)
Drakk kills Midbandori, takes 3 dmg. Jaina to L3
Float ($3)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Jaina (2/3 L3)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Mad Man (1/1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Ogre Recruiter (5/3 from 1 dmg)
- Drakk (3/1 from 3 dmg L6)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tech III HP: 5
- Tech Lab HP: 4 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 12
- Disc: 0
[B]Gold:[/B] - Gold: 3
- Workers: 11
"
P1T9
StartingHand Workers
STARTING HAND
Blooming Ancient
Ironbark Treant
Blooming Ancient
Moments Peace
Artisian Mantis
WORKERS
Verdant Tree
Rich Earth
Young Treant
Stampede!
Galina Glimmer
Forestās Favor
Stampede!
NextHand
Artisian Mantis
Giant Panda (2/1)
Tiger Cub (2/2)
Moments Peace
Rampant Growth
Discard
Artisian Mantis
Moments Peace
Ironbark Treant
Tech 0 card(s)
Get Paid + float - ($12)
Blooming Ancient x2 (BA 1 Rune) - ($4)
Arg (BA 5 runes) - ($2)
3 Runes to Wisp
Wisp kills Jainia, Arg to lvl 3
Max Band Arg (BA 4 Runes) - ($0)
Move Runes
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Water Elemental (4/4 + A) +
- [I]Elite[/I]:
- [I]Scavenger[/I]: Blooming Ancient #1 (3/5) +
- [I]Technician[/I]: Arg (1/5, lvl 5)
-
[I]Lookout[/I]: Blooming Ancient #2 (4/6) ++
[B]In Play:[/B] - Wisp (4/2) ++++
- Wisp (0/1)
[B]Buildings:[/B] - Base HP: 11
- Tech I HP: 5
- Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 2
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 11
GG VWP! I honestly thought I had that in the bag several turns ago but the Midori play caught me off guard!
P2T9
StartingHand Workers
STARTING HAND
Glider
Gunpoint (3/3)
Nautical Dog (1/1+1a)
Crash Barrows
WORKERS
Bloodburn
Careless Musketeer
Scorch
Bombaster
Charge
Pillage
NextHand
Rambaster (1/2)
Glider
Discard
Crash Barrows
War Drums
Gunpoint (3/3)
Tech 0 card(s)
Get Paid + float - ($14)
War Drums - ($12)
Gunpoint, Hasted - ($10)
Crash Barrows - ($7)
Glider - ($6)
Glider attacks base for 9 dmg (3+Frezny+5 units)
Crash Barrows (6+Frenzy + 5 units) kills Water Elemental, Overpowers killing BA #2
Gunpoint (3+Frenzy + 4 units) kills BA #1, Steals the Scvn gold - ($7)
Ogre Kills Arg, Takes Big Wisp
Mad Man and Drakk take Base
Float ($7)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Ogre Recruiter (5/2 from 2 dmg)
- Drakk (3/1 from 3 dmg L6)
- Mad Man (1/1)
- Wisp (4/2) +++
- Glider (3/1)
- War Drums
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tech III HP: 5
- Tech Lab HP: 4 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 2
- Deck: 10
- Disc: 3
[B]Gold:[/B] - Gold: 7
- Workers: 11
"
@Shadow_Night_Black Looking back at our game, I was surprised by your Double Stampede tech early on. I canāt say Iāve seen Stampede much in my limited number of games. Can you give me some insight into your thought process on that one? Its such a cool spell, but I have a hard time figuring when to use it
That was the play that probs costed me the game. the aim was continuous stampedes, overruning your units techs etc. Iāve had it work quite well against a few friends in the past, but never tried it against red, and I am now sure that it wonāt work with all the haste at your disposal. The moments peace looked promising though, if I had a heroās hall there, I could have played contentious moments peace, using my other hero as a chump block until I had snowballed enough to win. Your turn to go first?
Ah yeah I can see how early on you could cycle rapidly enough to make the threat constant: I like it. True that the haste Red can bring makes that much more difficult, and obviously if I had some kind of hero removal that wouldnt be viable, but a cool idea nonetheless
Yes my turn for P1, will post shortly
"P1T1
StartingHand Workers
STARTING HAND
Bloodrage Ogre
Scorch
Careless Musketeer
Pillage
Bombaster
WORKERS
Careless Musketeer
NextHand
Makeshift Rambaster
Mad Man
Charge
Nautical Dog
Bloodburn
Discard
Bombaster
Scorch
Pillage
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
BrOgre - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Brogre (3/2)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[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: 1
- Workers: 5
"
P2T1
StartingHand Workers
STARTING HAND
Merfolk Prospector
Rich Earth
Young Treant
Forestās Favor
Ironbark Treant
WORKERS
Rich Earth
NextHand
Verdant Tree
Rampant Growth
Spore Shambler
Playful Panda
Discard
Forestās Favor
Young Treant
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Merfolk Prospector - ($3)
Ironbark - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]: Ironbark Treant (1+1/2 + AA)
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Merfolk Prospector (1/1)
[B]Buildings:[/B] - Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 2
[B]Gold:[/B] - Gold: 0
- Workers: 6
"P1T2
Tech StartingHand Workers
TECH
Chaos Mirror
Gunpoint
STARTING HAND
Charge
Nautical Dog
Bloodburn
Makeshift Rambaster
Mad Man
WORKERS
Careless Musketeer
Bloodburn
NextHand
Gunpoint
Mad Man
Makeshift Rambaster
Charge
Pillage
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Zane - ($3)
Charge Brogre - ($1)
Brogre trades with Ironbark
Zane kills Merfolk
Tech 1 ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Zane (2/1 from 1 dmg L1)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 5
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 6
"
P2T2
Tech StartingHand Workers
TECH
Centaur
Tiny Basilisk
STARTING HAND
Rampant Growth
Verdant Tree
Playful Panda
Spore Shambler
WORKERS
Rich Earth
Spore Shambler
NextHand
Merfolk Prospector (1/1)
Tiger Cub
Rampant Growth
Forestās Favor
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Arg - ($3)
Tech 1 - ($2)
Playful Panda - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Arg (1/3 + A, lvl 1)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Wisp (0/1)
- [I]Technician[/I]: Wisp (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Playful Panda (2/2)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 5
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 7
Thoughts
Going for the more standard unit tech, heās open Zane, so I feel less pressure about Kidnapping, so Centaurs can go in. Arg is going in as SL as it should take several resources to kill him, and with the Charge Bro into Ironbark, I feel that with the bigger units in, as long as I trade out from here, I should be in a good spot.
"P1T3
Tech StartingHand Workers
TECH
Kidnapping
Lobber
STARTING HAND
Gunpoint
Pillage
Mad Man
Charge
Makeshift Rambaster
WORKERS
Careless Musketeer
Bloodburn
Pillage
NextHand
Scorch
Chaos Mirror
Brogre (3/2)
Bombaster
Discard
Mad Man
Charge
Makeshift Rambaster
Kidnapping
Lobber
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Midband Zane - ($3)
Mad Man - ($2)
Mad Man peels armor off Arg
Zane kills Arg, Maxbands and heals, pushes TechN Wisp to Elite and kills
Gunpoint - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Gunpoint (3/3+1a)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Zane (4/4/ L6)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 5
[B]Gold:[/B] - Gold: 0
- Workers: 7
"