This all feels way too similar to burning legion, with oni having been able to apply enough early pressure…
[Fire]/Peace/X is just soo strong if no real counterplay is possible, this can even live with wasting the third spec to Troq.
Don’t see you being able to drag yourself out of this hole yet another time…
XCAFS22 Round5 P1T6
P1 [Fire]/Bashing/Peace vs. P2 [Feral]/Anarchy/Peace
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Boot Camp
Boot Camp
STARTING HAND
Drill Sergeant (3/3)
Mad Man (1/1)
Lobber (2/2A)
Drill Sergeant (3/3)
Bombaster (2/2)
Flagstone Garrison (4)
Overeager Cadet (2/2)
Nautical Dog (1+1/1)
Overeager Cadet (2/2A)
Boot Camp
Boot Camp
WORKERS
Scorch
Bloodburn
Charge
Pillage
Careless Musketeer (2/1)
Bombaster (2/2)
NextHand
Boot Camp
Boot Camp
Nautical Dog (1+1/1)
Flagstone Garrison (4)
Tech 2 card(s)
Get Paid - ($9)
sac cadet into your DS
DS, draw 1 - ($6)
DS, rune #1, RS 5, draw 1 - ($3)
lobber, rune #2+3, draw 1 - ($2)
MM, rune #4+5, draw 1 - ($1)
cadet, rune #6+7, draw 1
cadet, rune #8+9, draw 1
worker - ($0)
new lobber with 5 runes kills DS
MSR breaks garrison
Bogre with 2 runes breaks tech 2, base to 18
old lobber breaks tech 1, base to 16
mm with 1 rune kills shambler, which should have 1/2
move remaining rune to cadet
Float ($0)
Discard 4, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Overeager Cadet (3/3A)+
-
Elite:
-
Scavenger: Overeager Cadet (2/2)
-
Technician: Drill Sergeant (3/3)
-
Lookout:
In Play:
- Flagstone Garrison (4)
- Bloodrage Ogre (5/4)++
- Lobber (2/1)
- Makeshift Rambaster (1/1)
- Drill Sergeant (3/3)
- Lobber (7/1)+++++
- Mad Man (2/1)+
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
this should be it