P1T4
Tech StartingHand Workers
TECH
Lobber
Ember Sparks
STARTING HAND
Makeshift Rambaster
Careless Musketeer
Scorch
Nautical Dog
Mad Man
WORKERS
Pillage
Bloodrage Ogre
Bloodburn
Careless Musketeer
NextHand
Scorch
Kidnapping
Ember Sparks
Crash Bomber
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Max Zane, bump skellie into technician; we both draw - ($5)
Crash Bomber trades with Rogue, deals 1 to your Tech 2
Zane breaks your tech 2
Summon Rambaster; it hits your tech 1 for 3 damage - ($3)
Scorch on your Tech 1, breaking it - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Captain Zane (haste) L6 4/4
- Makeshift Rambaster (haste) 1*/2
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Hmmmm options. I have two main decision points: how to break the patrol zone and where to deal damage to buildings.
Line 1: trade Zane with scavenger (9), Crash Bomber the rogue and ping a building. 0 attack power in play, 9 gold to spend (1 for worker), hero slot available.
Line 2: max Zane (6), bump skellie into tech, draw mad man, trade bomber and rogue and ping a building. 4 attack power in play, 6 gold to spend (1 for worker)
Line 3: crash bomber the rogue, kill scavenger. 3 attack in play, 8 gold to spend (1 for worker)
So, I can either deal base damage or break tech 2.
First: can I double break? Line 2 gives me 5 damage on tech 2 from Zane and I can put Rambaster + Mad Man into play for 3. Scorch breaks tech 2 for 3 more. I skip my worker for it. Actually no, I don’t need Mad Man, silly me.
The alternative is 10 damage to base, then. That sets Bomber to 6. Tempting. But then I don’t have any way to deal direct base damage other than Drakk, because Crash Bomber needs tech 1.
I’m okay dealing 6 less damage and retaining momentum.