[details=Thoughts][spoiler]
Okay. So I have a lot of options this turn.
First, I could just build Tech II and play Lobber and Dog, or Tech II and max Zane (shove something, kill something). But I’m not cycling this turn, so I don’t actually need my Tech II until next turn (maybe later, depending on how low I go on cards: #dangerous thinking).
I could spend a lot of resources to kill Argo, then kill River, getting free levels! But levels on Zane are wasted if there’s nothing else to shove around.
I probably don’t want to leave River around, because her sideline can open up hero kills more easily. I probably don’t want to leave Argo around (at least, not without some damage), because it’s silly efficient doing double duty as offense and defense. (Heheh.)
I really wish Lobber could hit heroes/patrollers; I’d just scorch and lob River to death, get the free maxband on Zane, shove Argo, then kill it.
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I could Scorch River, then max Zane to shove her to Scav and kill her. That gets me up to $8 and uses $5 of it. I’d still have 3 left over for worker, Lobber, NDog. It would leave me with a two-card hand next turn, but I could put both of my units in Scav/Technician, and put 4/4 Zane on the back line. Or I could kill Argo with Rambaster and Zane, but then 4/1 Zane is vulnerable to Wither. Risky risky. Riskier than leaving Argo on the table to be supplemented by Fencers? And if Bigby pops out with Injunction, do I really want my only Tech unit (Lobber) patrolling?
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I could max Zane to shove Argo, turning it into 3/3. Zane kills River (Zane 4/2) we both draw. If I draw a Detonate I’ll have not enough money to play it, which would be very sad.
2a) If I draw Mad Man, I could Lobber for $1, MM for $1, trade them into Argo (efficient!) and Rambast the Tech I for 3, but skip worker (real bad!). Now I’m drawing a 3-card hand.
2b) If I draw anything else, it’s Lobber for $1, worker for $1, and I’m drawing a 4-card hand. And Lobber and Rambaster could trade with Argo, which is still a good trade in my book. My ideal in this case is to draw Pillage or Charge. 1/5 chance of being really sad with Detonate. But killing Argo leaves my 4/2 Zan vulnerable so the smart move might be to hit the argo with Rambaster and patrol the Lobber in Scav. Still really vulnerable to Fencer.
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I could shove Argo as above, but have Lobber and and Rambaster trade with River. Same problems but if I kill the Argo I’m down one HP for Zane. Nyet.
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I could Scorch Argo in place, making it a 3/3 ($3 of $7 spent). Lobber suicides into Argo ($4 of $7), making it 3/1. Max Zane, shoving Argo to death in Scav ($6 of $8). Worker ($7 of $8). NDog ($8 of $8). We’re back to the 2-card hand. But I could kill River with Zane, drawing a card (3-card hand). And have him (4/2) protected by a 1/1, probably in Technician. This really maximizes Zane’s abilities. And without Argo, that might be just enough protection for Zane to live a turn. I’m spending $7 to kill a $3-cost card, but getting $1 back (so $6 for $3), and getting River dead (so $6 for $5 and card stability).
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I could Scorch Argo ($3 of $7), Lobber Argo ($4 of $7), Rambast Argo, kill River with Midband Zane, who survives, maxxes, heals, and draws me a card. Wastes Zane’s ability. But I have a 4/4 Zane. Worker for $1 ($5 out of $7). NDog for $1 ($6 out of $7). Let’s do that.
My number 5 was way off. I must have been tired/distracted. I missed that Lobber does what Bombaster does for cheaper, and an exhausted Zane can’t attack again. Fixed.
And… I drew the Pillage! Pretty good! If I drew Detonate I still could have played it, but I would have had to skip worker which negates the whole point. It’s too bad (or lucky for me) he didn’t float. I could have skipped worker to drop Bombaster and Pillage. (;
I want to save Pillage to drive home my econ advantage later if the opportunity arises. So I need to decide to play and worker Bombaster and NDog, and I don’t know which to do to which. One’s better defense, and more flexible offense, the other floats me money. What will I do next turn with my 3-card hand? I’ll have $8. $4 goes to Tech II. $3 goes to Detonate. If I’m lucky in my draw, $1 goes to Mad Man if crucial, or worker otherwise. If I float now by playing NDog, I can do both.
What if things go crazy and I skip Tech II again? BRO+Charge for $4, Detonate for $3, worker for $1, or Mad Man. So, same situation.
All things equal, I think I’d rather have a Bombaster patrolling this turn then an NDog this and a MM next, even if it means I have a more expensive unit in my deck competing with Marauders.
Speaking of, I teched a Flame Arrow, in case Injunction hits my Tech II and Zane dies.
[/spoiler][/details]
P2T3
Tech StartingHand Workers
TECH
STARTING HAND
Bombaster
Scorch
Lobber
Nautical Dog
Pillage
WORKERS
Careless Musketeer
Bloodburn
Nautical Dog
NextHand
Detonate
Bloodrage Ogre
Charge
Discard
Makeshift Rambaster
Lobber
Scorch
Marauder
Flame Arrow
Pillage
Tech 2 card(s)
Get Paid - ($7)
Rambaster suicides into Argo, knocking off armor
Recruit Lobber - ($6)
Lobber suicides into Argo, dealing 2 damage
Zane casts Scorch, burning Argo to death - ($3)
Zane (3/3) hits River (2/3), killing her and surviving; we both draw a card, Zane maxxes and heals; Zane’s maxband shoves…uh… wait… damn. Zane composes himself and strikes a cool thumbs-up pose!
Worker - ($2)
Recruit Bombaster - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
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[I]Squad Leader[/I]:
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[I]Elite[/I]: Bombaster (2+1/2)
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[I]Scavenger[/I]:
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[I]Technician[/I]:
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[I]Lookout[/I]:
[B]In Play:[/B]
- Captain Zane, Lv. 6 (4/4)
[B]Buildings:[/B]
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Base HP: 20
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Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 1
- Disc: 6
[B]Gold:[/B]
- Gold: 0
- Workers: 8
[details=Afterthoughts]
Makin’ it happen. And I remembered the Elite slot!
[/details]
@Barrelfish You’re up. (: