It’s less about what scary things I can produce, it’s more about me not really enjoying to see a boot camp directly after I teched a Spectral Hound. But I remember very well a game against you, where this has been the other way around, so I probably deserve that
CAPS25 round 2 P2T3
P1 [Past]/Peace/Anarchy vs. P2 [Blood]/Feral/Truth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Macciatus, The Whisperer (3/3)
Reteller of Truths (3/3)
STARTING HAND
Mad Man (1/1)
Pillage
Nautical Dog (1/1)
Scorch
Spectral Hound (3/3)
WORKERS
Careless Musketeer (2/1)
Charge
Pillage
NextHand
Scorch
Spectral Hound (3/3)
Bloodrage Ogre (3/2)
Makeshift Rambaster (1/2)
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
maxband Cal kills SL, rune to BB - ($2)
BB kills NC
hound - ($1)
dog - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Nautical Dog (1/1)
Lookout: Spectral Hound (3/3)
In Play:
- Bloodburn *
- Cal (4/3, lvl5) provides resist
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
COME ON! double hound tech and he really went for juggermox and has probably teched two boot camp? I should have listened to Moby who suggested to go for a base race with crash bombers and some MSR base damage last turn.
This game seems to have already been lost on turn 2 with this crazy BB + hound choices, wow!
Also my available strategies are all steep uphill battles, let’s try to get at least some slight possible advantage from picking the completely unexpected…