why is my base not on 15 as charnel had started to say then deleted? 2x2 for each tech building and 1 from earthquake (which incidentally i hope there are no aftershocks coming from)
P1T7
Tech StartingHand Workers
TECH
Drill Sergeant
STARTING HAND
Knight of the Conclave
Neo Plexus(3/2)
Flagstone Garrison
Debilitator Alpha
WORKERS
Hardened Mox(1/1) indestructible
Time Spiral
Tinkerer
Forgotten Fighter
Temporal Research
Plasmodium
NextHand
Overeager Cadet(3/2)
Promise of Payment
Gunpoint Taxman
Nullcraft(1/1) cannot be the target of buff/debuff spells
Flagstone Garrison(4)
Tech 1 card(s)
Get Paid + float +scav, rebuild buildings - ($12)
No Worker
Hire Neo Plexus, rune - ($10)
Hire Zane - ($8)
DS kills Vandy, takes 3, Zane to lvl 3
Maxband Zane, costs 3, move wisp to technician and kill, gain 1 g - ($6)
Zane kills ancient, takes 3
move two runes to plexus
Float ($6)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Neo Plexus(5/4+a) 2(+)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Battle Suits
Drill Sergeant(5/1) 1(+)
Knight of the Conclave(5/4)r1 forcast **
L6 Zane(4/1) copies patroller effects on kill
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Peace)
Tower HP: 3
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 6
Workers: 10
Thoughts
hmmm even growth has relative difficulty buffing heros, my tech buildings should survive barring another earthquake
It’s because you resolve Earthquake’s effects one a time. Since the base takes damage from your tech buildings being destroyed, when you resolve the second effect, that does 1 damage to undamaged buildings, the base is no longer undamaged. This is given as a ruling here.
just to be clear, you can rebuild only a tech build at a time. So you start next turn with TI online and TII offline. (only exception is if verdant tree is online)
noooooooooooooooooooooooooooooo
i cant believe i was so happy until i read this
for spectators please see below why i am sad @frozenstorm i will likely do my actual turn in a few hours time
the turn that got away
P1T8
Tech StartingHand Workers
TECH
Air Hammer
Elite Training
STARTING HAND
Promise of Payment
Gunpoint Taxman
Nullcraft(1/1) cannot be the target of buff/debuff spells
Overeager Cadet(3/2)
Flagstone Garrison(4)
Fading Argonaut(3/3+a)fading ***
Flagstone Garrison
Knight of the Conclave
Overeager Cadet(5+1/4) 2(+)
Drill Sergeant
Debilitator Alpha
Elite Training
Air Hammer
WORKERS
Hardened Mox(1/1) indestructible
Time Spiral
Tinkerer
Forgotten Fighter
Temporal Research
Plasmodium
NextHand
Elite Training
Drill Sergeant
Fading Argonaut(3/3+a)fading ***
Promise of Payment
Air Hammer
Tech 2 card(s)
Get Paid + float - ($15)
No worker
Flagstone garrison - ($12)
Hire overeager cadet, draw, rune
Hire Nullcraft, draw, rune - ($10)
Flagstone garrison 2 - ($7)
Gunpoint taxman, draw 2, rune - ($5)
Overeager cadet, draw 2, rune
Hire KOTC2, shuffle in the cards i teched at start and draw them, no more drawing! 1 rune
Hire Oni - ($3)
Elite training, neo plexus and drill sargeant1 get +1 atk, +1 armour, anti-air and sparkshot - ($1)
Neo plexus kills tweetie bird, armour removed, sparkshot kills wisp
Drill sargeant1 kills lookout wisp, big bird killed by sparkshot, u draw
Zane trades with elemental, we both get g - ($2)
move 4 runes to nullcraft, nullcraft destroys tech 3, your base to 16
Hire Vir - ($0)
Promise of payment
Debilitator Alpha for 0, will pay 5g at start of next turn, rune
move 2 runes to alpha
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Debilitator Alpha(7/7+a) 2(+) units attacking this as SQL have -1 atk
Elite: Overeager Cadet2(3+1/2)
Scavenger: Onimaru(2/3) lvl1
Technician: Overeager Cadet(3/2)
Lookout: Gunpoint Taxman(3/3) steal g on patroller kill
In Play:
Battle Suits
Flagstone Garrison(4)
Flagstone Garrison2(4)
Drill Sergeant(5+1/1+a) 1(+) +1atk +1armour, anti-air from elite training
Neo Plexus(5+1/4) 2(+) +1atk, anti-air until my upkeep from elite training
Nullcraft(4/4) flying 4(+) cannot be the target of buff/debuff spells
Knight of the Conclave(5/4)r1 forcast *
Knight of the Conclave 2(5/4) r1 forecast ***
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Peace)
Tower HP: 3
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
hmmm even growth has relative difficulty buffing heros, my tech buildings should survive barring another earthquake
hmm much worse than the turn i mistakenly thought i could have but i think i should survive another turn at least (well defended btw even accounting for nullcraft! oh how i wish u’d just make a mistake)
P1T8
StartingHand Workers
STARTING HAND
Promise of Payment
Gunpoint Taxman
Nullcraft(1/1) cannot be the target of buff/debuff spells
Overeager Cadet(3/2)
Flagstone Garrison(4)
WORKERS
Hardened Mox(1/1) indestructible
Time Spiral
Tinkerer
Forgotten Fighter
Temporal Research
Plasmodium
Tech 0 card(s)
Get Paid + float, start rebuilding t2 - ($15)
No Worker
Hire Overeager cadet, rune
Hire Gunpoint taxman, rune - ($13)
Hire Nullcraft, rune - ($11)
Zane trades with water elemental, we both get g - ($12)
Hire and maxband oni - ($3)
Plexus kills elite wisp, takes 1, DS kills lookout wisp
Move one rune to NC
Move one rune to cadet
Float ($3)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Nullcraft(2/2+a) 1(+) cannot be the target of buff/debuff spells
Elite: Gunpoint Taxman(3+1/3)
Scavenger: Overeager Cadet(4/3) 1(+)
Technician: L8 Onimaru(4/5) frenzy, readiness
Lookout: Charlie(2/1) sparkshot
In Play:
Battle Suits
Drill Sergeant(6/2) 2(+)
Knight of the Conclave(5/4)r1 forcast *
Neo Plexus(5/3) 2(+)
Alph(2/1) sparkshot
Beth(2/1) sparkshot
Buildings:
Base HP: 12
Tech I HP: 5
Tech II HP: 5 (Peace)
Tower HP: 3
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 2
Gold:
Gold: 3
Workers: 10
Thoughts
hmmm even growth has relative difficulty buffing heros, my tech buildings should survive barring another earthquake
Earthquake, Giant Panda
Giant Panda, Stampede
Blooming Ancient x2
Earthquake, Dark Pact
Bird’s Nest x2
Main:
Earthquake, the ground starts to unsteady, your base to 6 after tower collapses, tech buildings dent (5)
Earthquake, tech buildings collapse in a heap over your crumbled base, GG WP! (0)
Things got tense there, I really wasn’t sure what to do the turn I went for the double tech break (I was strongly debating what thing to leave up between the tech buildings, the tower, and the garrison), but I think in hindsight the tower was indeed the right choice to let slide. Thanks for a fun game! @me record this
Just for future reference, Battle Suits does specify “non-token units” for the express purpose of excluding Oni’s little ducks