I feel like P1 has the advantage in this matchup, but I’ll start anyway for convenience, then we can switch next game. I do recommend Watching threads you join so you get prompt notifications, but I’m in the habit of replying directly to player posts which has the same effect. Feel free to ask me about anything, and GL HF!
P1T1
StartingHand Workers
STARTING HAND
Safe Attacking
Grappling Hook
Aged Sensei
Smoker
Snapback
WORKERS
Smoker
NextHand
Sensei’s Advice
Morningstar Flagbearer
Fox Viper
Savior Monk
Fox Primus
I want to avoid having gold to Pillage, as that would also mean taking base damage. Long-term, I’m worried about having my units targeted for damage or theft, and accumulated base damage. Discipline and Strength have answers to those threats, so I’ll treat Ninjutsu as my dump faction and start workering Ninjas. Grave is a strong T1 threat (especially with Sensei backup), so I’ll field him. Patrolling as SQL in case of haste.
Do i have to manually input my actions? On the post template tab when it generates my turn i see that part missing. I am inputting manually for now unless there is a way to do it in the template. I also see that my starting hand, etc are not being displayed either
The normal flow of template use is to first pick out the tech cards as appropriate from the drop-downs. Next, describe an action in the “Actions (in order)” column and how that action affects your gold total in the “Actions Gold” column, then update the “Hand”, “Deck”, “Discard”, “Workers”, “Patrollers”, and “Board” columns (and building HP and tech choices under “Miscellaneous Data”) to reflect the results of the action, and repeat until you’re done taking actions (as tempting as it may be, I advise being careful not to cut from Hand and paste into Actions, as that tends to result in cards disappearing). And finally, press the “Draw/Discard” button. The script usually takes a few seconds to run, but when it finishes, you should be able to click the “Post Template” tab, then copy the contents of the “Current Output:” column and paste it directly into your forum post (or you can filter it through my output formatter first), and it should have the actions, starting hand, remaining gold, etc. all handled for you.
P1T2
Tech StartingHand Workers
TECH
Martial Mastery
Reversal
STARTING HAND
Sensei’s Advice
Savior Monk
Morningstar Flagbearer
Fox Viper
Fox Primus
With the sparkshot damage on Jaina, she’ll need to level up before she can safely kill the Monk. Still, I don’t want to leave Grave wounded, in case of Mad Man or something. But, that means no gold left over for my Tech I. I guess I can open with spells… Mastery and Reversal are pretty solid, and midband Grave should be safe in the back line with the Monk protecting.
Hmm… I’m not planning to be attacking with a lot of tech 0 or tech I units, so I should ditch Safe Attacking. Hmm… now I have a lot of gold and no cards I want to play. I should probably use MM to check for Pillage and play a unit if it’s in hand… especially if there’s also a Pirate. Either way, the MM will increase the chances of drawing my Tech I cards. Alright, let’s see here… Pillage, a Pirate, and… Kidnapping. Great, now I both do and don’t want to play a unit, lol. How bad would it be if the Viper were kidnapped? Oh, wait, I forgot to factor in the price to heal up Grave. That makes this simpler.
With martial mastery you just click the down arrow on ‘next hand’ correct? Just figuring it all out. It’s all trust based and you don’t cllick on those normally correct?
For players, that’s correct. Spectators sometimes check hidden information and use details and spoiler tags to hide any in-thread discussion that deals with the hidden information.
Blood, eh? My biggest immediate concern, then, is Crashbarrows, but I’ll want Dragons, Mind-Parry, and MPass for defense against its various threats… it’s just a question of which order to take them in. Hmm… I think the Mind-Parry may be the highest priority, as I’ve already seen Kidnapping. Regardless, I probably won’t draw a Tech II card next turn, so I don’t need to rush to tech up. I kind of want to check for Crashbarrows, though, which would mean drawing a card after the reshuffle, which could be a Mind-Parry if I’m unlucky, so I’ll double up on them as insurance. Won’t hurt to have a backup copy in the long run anyway, so I won’t need to be as cautious about keeping them alive. On the other hand… it would be nice to have a second hero ASAP, so maybe I should just budget for a $2 unit and the Tech II, meaning I can’t afford the MM. Hmm… if Grave kills Drakk, that protects against Kidnapping, and then the Boulder should keep Grave alive even in case of a single Crashbarrow, so, I think it’s a reasonable bet. Then again… if I do go for MM, I might get Grappling Hook and/or Mythmaking, which is kind of tempting. But, the chances of that happening aren’t great, so I won’t try for it.
Whoops, almost forgot to take base damage for killing Drakk. Hmm… what to worker? I don’t want to get rid of any of these, but… I guess losing Sensei would be the least impactful. Summoning Setsuki in case of Pillage, and because I expect Rook to die.
Squad Leader: Young Lightning Dragon (3/3A) Flying, breath
Elite:
Scavenger:
Technician: Mind-Parry Monk (5/4) Aura
Lookout:
In Play:
Mythmaking
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Discipline)
Tech Lab HP: 4 (Strength)
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 4
Gold:
Gold: 1
Workers: 10
Thoughts
Tech Lab Anarchy? That’s… potentially a sign of incoming Sanatorium, though I suppose Gunship is the greater threat. Either way, I need to get into a more aggressive position, and quickly. I don’t really see a reliable path to do so, however. My best bet is probably the Dragons…
This is very fun I’ve only played 1 game of Starter and 1 game of Mono Red vs Mono Green in person. Very interesting to play against a different faction. Will definitely have to learn how they all play