STARTING HAND
Crashbarrow
Crashbarrow
Snapback
Oathkeeper of Kor Mountain
Savior Monk
WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Grappling Hook
Aged Sensei
Bloodlust
NextHand
Crashbarrow
Gilded Glaxx
Crash Bomber
Savior Monk
Oathkeeper of Kor Mountain
Tech 2 card(s)
Get Paid + float - ($12)
Drakk - ($10)
Crashbarrow, trades with GPT and overpowers 2 to Zane - ($7)
Crashbarrow, trades with Drakk and overpowers 4 to kill Zane, my Drakk to lvl 5, my base to 14, you draw - ($4)
Birds safely hit tech 2 down to 1.
Rook breaks tech 2, your base to 13.
Float ($4)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Drakk lvl 5 (2/3A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rook lvl 8 (2/2), - -
Big Bird (1/1)
Tweety (1/1)
Safe Attacking
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Strength)
Tech Lab HP: 4 (Blood)
Economy Info: Cards:
Hand: 5
Deck: 12
Disc: 0
Gold:
Gold: 4
Workers: 10
Thoughts
Double Crashbarrows let me wreak havoc here. With witspur locked out of heroes as well as tech 2 for a turn, I don’t need to worry about any counterattack. Too bad I’m a gold short of tech 3.
Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
Rebuild Tech 2
Tear Down Tower and Build Heroes Hall- My base takes 2 - ($7)
Float ($7)
Discard 4, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Heroes Hall 4
Buildings:
Base HP: 11
Tech I HP: 5
Tech II HP: 5 (Blood)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 11
Disc: 0
Gold:
Gold: 7
Workers: 11
Thoughts
Two bad draws in a row have done me in. This one will at least allow me to field a (Tech 0) unit. Although it’s very possible that he destroys my base in his upcoming turn.
This one was a total slugfest, and you really had me on the ropes after that Kidnapping play on turn 5. But Rook and Drakk came through with counterattacks from the back foot, and stalling till I could stabilize. The birds also earned their keep, I was surprised you didn’t snipe them with Orpal’s mid/maxband at any point.
P1T10
StartingHand Workers
STARTING HAND
Crash Bomber
Oathkeeper of Kor Mountain
Savior Monk
Crashbarrow
Gilded Glaxx
WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Grappling Hook
Aged Sensei
Bloodlust
NextHand
Pirate Gang Commander
Pirate Gang Commander
Doubling Barbarbarian
Whitestar Grappler
Smoker
Discard
Crashbarrow
Oathkeeper of Kor Mountain
Savior Monk
Crash Bomber
Tech 0 card(s)
Get Paid + float - ($14)
Tech 3 - ($9)
Drakk to maxband - ($8)
Gilded Glaxx, gains haste - ($5)
Crashbarrow - ($2)
Drakk, Rook, Crashbarrow, Glaxx and birds hit your base for 20 damage and lethal
That was a helluva game. I thought I had you, but I couldn’t overcome two bad draws in a row there at the end. Now the birds, that was a miscalculation on my part. I thought they would get in their one lick and be gone. I didn’t take safe attacking into account. Even though I lost, I really enjoyed playing this one. Good luck as you continue on!
It was a spectacular game to watch ! GG and thanks to both of you.
witspur’s turn 5 was so tremendous I thought the game was over, but then, we saw the limits of Blood as Tech II: Crashbarrows are awesome to deal with big patrols, but when it comes to breaking tech building, they’re only slightly better than flame arrows. I really feel like your choice to summon your second Crashbarrow to break tech I instead of killing Grappler and keep your GPT patrolling (or maybe better, kill one bird) changed the momentum, as you completely sacrificed your board presence for some tech kills against a Codex that can play fine with just heroes (Drakk with birds, Rook and Vir just by maxing). Breaking tech II seemed necessary if only to ensure only one hero could arrive, but I think you’d have been way better with a GPT alive instead.