@Legion - thanks for giving me the opportunity to try to get my own back, albeit in a more casual format. GLHF!
P1T1
StartingHand Workers
STARTING HAND
Pillage
Makeshift Rambaster
Bombaster
Bloodburn
Scorch
WORKERS
Bloodburn
NextHand
Careless Musketeer
Mad Man
Bloodrage Ogre
Nautical Dog
Charge
Discard
Scorch
Makeshift Rambaster
Pillage
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bombaster - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Bombaster (2/2)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 1
- Workers: 5
Thoughts
This feels pretty similar to my opening hand in our first game, but at least I have Bombaster. This doesn’t allow for a hero to be played at the same time, but he’s clearly a better unit all round than the Mad Man I played in the last game but patrolled instead of attacking with.
I was going to patrol Bombaster in Squad Leader, but that allows him, with nullcraft in hand, to trade Zane for my Bombaster - which I realised was bad for me however I look at it. He’d be trading 2 gold for my 2 gold plus a card - and I’m P1 who needs to be able to force good trades. It would leave me playing first into an empty board where he aready has nullcraft - very very pad for P1. By patrolling in scavenger I at least get a gold back if he makes the trade - and otherwise I get to do something.
As for overall game plan - clearly I’m going to need to play differently from the last game. I doubt he will though (unless he decides to do something different “for fun” because it’s a casual game). I will probably play similarly for the first couple of turns, because I’m still planning to play with Calamandra as my early-game hero. But I’m thinking of 2-3 differences in how I’m going to play other than that:
-
I’m going to use Behind the Ferns as my early spell, rather than Ferocity. This will make it easier for me to destroy his tech buildings and Garrisons, which is key to disrupting his main gameplan. If it goes well for me he will be forced to tech Origin story to get rid of her, which uses up a fair bit of his cash as well as a tech slot that he’d prefer to have used on a more useful spell, or a cheap unit, or a drill sergeant/garrison. It will also allow me to negate him patrolling with a battle-suited Mox, which if I can’t get around it just forces me to take damage every turn.
-
I’m going to make use of my “big” Tech 1 units - Centaur and in particular Argonaut. I love Argonaut - the ability to attack and then still patrol is pretty huge (is Argonaut the best Tech 1 in the game? I know Centaur is widely considered as such, and imo Readiness is a more generally useful ability than Overpower, at least on a unit with only 3ATK) - and I think I hindered myself by not using him in the last game. (Instead I teched a huntress which I didn’t even play the first time I drew her, and then didn’t see again until the game was lost.)
-
This one isn’t as certain in my head yet - but I think I’m going to try out Blood Tech 2 instead of Present. There are a number of reasons, apart from just for variety’s sake. One is that the units are a lot cheaper than those in Present Tech 2. Another is that I expect to have the initiative early on (especially as P1), before his garrisons and sergeants explode into life - Blood I think will better allow me to keep the pressure on. And Shoddy Glider, as well as a great attack option to take out units and tech buildings, and his base, will provide me a good way to take out his Nullcraft if it happens to be hanging around on the board pinging my units and buildings. (Clearly it can’t defend against a game-winning Nullcraft about to receive a load of runes, and which probably isn’t even on the board yet, though.) Finally, if I get a bit of defence I can make use of a Bugblatter or two to try to turn the game into a base race. (This is broadly how @ARMed_Pirate beat EricF’s PPA in their recent game, albeit our decks are very different outside of both using Blood and the red starter.)
I can’t deny the dangers of a blood plan - mainly the difficulty in defending my tech buildings, and the fact that I’m at risk of going down on cards HARD in order to put together even the most minimal defence. But the upsides are appealing too. And perhaps I can still use Feral Strike to get a Hyperion or two in play to get some better cardflow.
Anyway, I’m not committing to anything yet - I’m just going to see what happens, and be wary of the danger of being suddenly hammered from out of the blue if I leave his Tech 2 and garrisons intact.