So, seems assimilate is going to be very good here against tech 2 Fire, Demonology and Peace. Hoping for tech 2 peace from them so I can go Tech 2 Past with garrisons, but would assume they are going to go for a fire beat down plan against me
It’s always great to see old members of the community reactivating themselves
my life currently is a bit busy so I was not able to properly calucate things through, let’s see where this spur of the moment decision of mine leads us to…
CAMS22 Round 2 P2T1
P1 [Past]/Present/Future vs. P2 [Fire]/Demonology/Peace
Sorry for this statement after having slow-played myself the first two turns, but I fear we have to speed up our game a bit. We’re already way behind the others…
sorry, I’ve been involved in both my own house move and my friends house move, so have been quite busy over the last few days, hopefully will be able to do respond more quickly over the weekend/into next week though P1T3
Tech StartingHand Workers
TECH
Xenostalker
Void Star
STARTING HAND
Temporal Research
Stewardess of the Undone
Battle Suits
Plasmodium
Hardened Mox
WORKERS
Tinkerer
Forgotten Fighter
Plasmodium
NextHand
Neo Plexus
Temporal Research
Stewardess of the Undone
Argonaut
Time Spiral
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Battlesuits - ($4)
Vir - ($2)
Float ($2)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Fading Argonaut (3/3 + A, Fading 1)
Elite:
Scavenger:
Technician: Vir (2/3, lvl 1)
Lookout: Nullcraft (1/1, Flying Haste)
In Play:
Battle Suits
Buildings:
Base HP: 19
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 2
Workers: 7
Thoughts
Very confused about the tower on the other side of the field. They are trying to play defensive? Then why T1 pillage?
If stalling for a tech 2 Peace game plan, then I’ve forgon my best tech plan for this (Forecast into Past), but future is still pretty good here.
Yep, pretty sure this was a tech 2 peace stall, would love to get assumilate ready, but I’m pretty sure I need more defensive bodies/reaction cards. got void star/xenostalker ready for next turn, so assuming they dont just explode, should have a decent chance of keeping this contained
future… huh! after BS I was convinced of present which probably would have given me bigger headaches, but probably I’m underestimating his fliers… Well, we’ll see… Either way I’m happy to not see past, hence I can go for the garrison plan!
I sincerly hope your statement was just referring to a lot of things going on and not all things going downwards… And if it’s the latter I’ll cross my fingers for you to be able to do a great comeback
and now watch out… big turn incoming!
CAMS22 Round 1 P2T5
P1 [Past]/Present/Future vs. P2 [Fire]/Demonology/Peace
Charge
Bloodrage Ogre (3/2)
Mad Man (1+1/1)
Dark Pact
Makeshift Rambaster (1/2)
Tech 2 card(s)
Get Paid + float - ($14)
Garrison - ($11)
Drill Sergeant, draw - ($8)
Air Hammer, rune, draw - ($4)
Dog, rune #2, draw - ($3)
both cadets trade with Fargo
Dark Pact my base, draw 1, rs 4, draw 1, DP to discard - ($2)
lobber, rune #3, draw - ($1)
cadet, rune #4, draw
cadet, rune #5, draw
lobber, rune #6, nothing left to draw - ($0)
vandy & jaina kill Vir, both sparkshot Stewardess, vandy midband heals, you draw
MM trades scav, you gain 1
move 3 runes to each lobber
lobbers deal 10 damage to your base
skip worker
Float ($0)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Air Hammer (3/3A)
Elite:
Scavenger: Overeager Cadet (2/2)
Technician: Overeager Cadet (2/2)
Lookout:
In Play:
Vandy (3/4, lvl3)
Jaina (2/1, lvl1)
Flagstone Garrison (4)
Drill Sergeant (3/3)
Lobber (5/5)+++
Nautical Dog (1/1)
Lobber (5/5)+++
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Peace)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Nice, I have a guaranteed cycle redraw of both cadets. If I draw dog early enough I can also play both lobbers instead of possibly relying on casting DP a second time, this should be it!
Was a bit surprised by your future choice, which seems to have made it easier for me. But thanks for the game, definitely was fun for me, especially being able to play such a monster turn as my turn 5. Hope I didn’t bother you too much with my repeated poking.
It was no problem was a fun game for me.
For the future choice, I’ve found present just can’t get through the eternal chump blockers of peace, and going first, I wasn’t sure I could burst enough to prevent the garrison going down.
Ideally I would have gone forecast spam into Tech 2 past, but I misread your strategy T1. The pillage/Jaina made me think you where going for a base race (which would beat forecast spam quite easily), so I went for a more standard approach, which meant assimilate garrisons would have been way too slow, and I just had to keep them off (which void stars and Xenostalkers do a much better job off). ultimately very well played by you, and I have a few more ideas up my sleeve for how to do this matchup differently in the future