I’m a bit worried leaving that Dog alive with his Drakk now available, but I need to tech up, and the Musketeer would be a flimsly defender anyway. Going with Bombers to pile on the base damage, and because they’re efficient. Maybe will follow up with Desperation for rapid deployment, depending on how things go.
Yeah, I figured I couldn’t keep up the pressure any longer. But, I gotta say, I’m starting to appreciate how the map cards can sometimes pressure me into trying strategies that I’d normally overlook.
P1T4
Tech StartingHand Workers
TECH
Desperation
Desperation
STARTING HAND
Nautical Dog
Pillage
Mad Man
Bloodburn
Bombaster
Right… now I’m paying for the skipped worker, because I want to tech up, but can’t. Desperation plan is a go, I guess? should help to keep my cycle smaller and rush through it, though I doubt it’ll leave me much gold to tech up with. But more importantly, I need to strengthen my economy a bit before thinking about tech II units.
Much easier. I had such a hard time defending against your P1 Red last game, that I figured I should try playing aggressively myself. I think I’ve lost board control, though, so I guess I’m all-in on rushing base damage now.
P1T5
Tech StartingHand Workers
TECH
Kidnapping
Kidnapping
STARTING HAND
Careless Musketeer
Bombaster
Bloodlust
Crash Bomber
Bloodrage Ogre
Nautical Dog
Bloodlust
Bloodrage Ogre
Crash Bomber
Bombaster
Kidnapping
Kidnapping
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Drakk Ramhorn - ($6)
Crash Bomber - ($5)
Bloodrage Ogre - ($3)
Bloodlust my Ogre and Bomber - ($1)
Ogre and Bomber trade with your Drakk, 1 damage to each base
Midband Drakk - ($0)
Rambaster smashes your base down to 5 HP
No Desperation draw, eh? Well, looks like I don’t have the funds for it yet anyway. I’m really worried about Crashbarrows right about now… tempting to overextend a bit to take down his Tech II, but I could also rush his base down to 5 HP, or play defensively. The 'barrows are quite scary, but even if I hold them off this turn, I don’t think.I’ll be able to next turn. So, base damage it is… I still have Pillage after all, even if my board gets crushed I can maybe use it to pull off another clutch victory.
I have a crashbarrow so I can kill Orpal, flicker it and win, GG WP!
Indeed, surviving just long enough to do Crashbarrow duping shenanigans is the different maker there. Also was 1 gold from just ending it last turn, I tried really hard to get lethal there XD
I’m down to do one more re-roll of maps and decks then I think I’ll have had my fill of map insanity for a bit go ahead and start whenever you like!
STARTING HAND
Pestering Haunt
Summon Skeletons
Poisonblade Rogue
Graveyard
Jandra, the Negator
WORKERS
Skeletal Archery
Poisonblade Rogue
NextHand
Summon Skeletons
Thieving Imp
Gargoyle
Jandra, the Negator
Gargoyle
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Throw Javelin at Orpal
Vandy kills Orpal
Tech I - ($2)
Pestering Haunt
Float ($2)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L3 Vandy Anadrose (1/2) Sparkshot, resist 1, research [2-] {Exh}
Skeleton Javelineer (1/1) {Exh}
Pestering Haunt (1/1) Incorporeal
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 2
Workers: 6
Thoughts
Attacking Orpal seems less unpalatable with the ability to rest and remove -runes. As for the rest of my turn… not really sure what I should do, but I guess I’ll build a Heroes’ Hall. It’s be helpful to have if I want to pull a midgame Meta, and having 2 heroes means one can fight while the other rests. Gargoyles seem to have good synergy with this map, so I’ll try them.
Kinda want to power Vandy up, but it’s more efficient to just let her die and resummon her, I think… plus I really want to drop both Gargoyles, and I can’t really afford to do anything else. It’s a real shame his Imp stole the card I wanted to worker, though… now I have to decide between Imp and Jandra… and I think I keep the Imp, because of the potential for Jandra to be killed while a Gargoyle is in beast mode. Now, what to tech? Hmm, tough call, but… I think I should start thinking about my tech II game plan, and I think I want to go for Present, which means I should take Now!.
Squad Leader: L3 Max Geiger (2/4A) Sparkshot, trade
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Gargoyle (3/2) Flying {Exh}
Gargoyle (3/2) Flying {Exh}
Buildings:
Base HP: 20
Tech I HP: 2
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 5
Gold:
Gold: 1
Workers: 8
Thoughts
Hmm, maybe I should kill Setsuki before she gets a chance to cast her ultimate. But, I think it’s probably more efficient to wait. However, I’m not sure the efficiency is worth the risk. Better to take the kill now, I think. Next question is whether to build my Tech II now, or wait and play a hero now to collect free levels. Playing a hero means giving him the chance to attack with and replay his Imp, costing me a card. But, $2 is worth more than a card, in general, and I’m not hurting for cards right now. It’ll only really be a problem for me if he uses spells to kill the hero and then the Imp to break the Tech I… or, of course, if he uses Hammer to break it. I think both of those are quite unlikely, though. Guess I’ll risk it, and go with Geiger 'cuz I expect him to survive.