so now we escalated to tech 2, show me what you got
CAPS25 round 5 P2T4
P1 [Bashing]/Balance/Disease vs. P2 [Blood]/Feral/Truth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Pirate-Gang Commander (6/6)
Pirate-Gang Commander (6/6)
STARTING HAND
Scorch
Pillage
Mad Man (1/1)
Bombaster (2/2)
WORKERS
Bloodburn
Careless Musketeer (2/1)
Makeshift Rambaster (1/2)
Pillage
NextHand
Crashbarrow (6/2)
Captured Bugblatter (4/2)
Charge
Bloodrage Ogre (3/2)
Captured Bugblatter (4/2)
Discard
Scorch
Bombaster (2/2)
Mad Man (1/1)
Pirate-Gang Commander (6/6)
Pirate-Gang Commander (6/6)
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
tech2 - ($4)
Float ($4)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader: Drakk (1/3, lvl3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 3
Tech II HP: 5 (Blood)
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 5
Gold:
- Gold: 4
- Workers: 9
Thoughts
Darn, even without Feral Strike maxband Cal would have been soooooo much better here… I still do understand my reasoning behing wanting the float 1 over the maxband Cal, but right now this feels… just wrong…
Board clear + teching up still is possible, but I really don’t like going down on cards here… leaving the messenger with his balance choice (as expected, but still) also really hurts. But well, there’s one thing that I learned with codex: advancing your own strategy usually is more rewarding than to adapt to the opponent’s game plan so let’s stick to the strategy and let’s not get sidetracked.