I can take 4 and ideally Mainstay should as well since he has a DR of two. I was hoping Setback might survive but it was not so.
Setback should let the Sentinels or me use a power. I've got 5 damage from the shotgun or you've got 3 damage from the Sentinels along with another power use after dealing damage.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
So, Setback will be incapacitated after hits from 3 of the 5 other heroes. I assume that he will take that instead of taking his hit. I need to know which two other heroes will take hte 4 damage from Conqueror
So Mainstay for 1, either Viz or Expat for hte other (both have volunteered). I'll edit the damage totals once y'all decide, then it's Setback turn to decide what someone will do
If Viz takes it this turn I'm the target for Voss's bigger hit next round. That will give time for Viz to put Mass Levitation and then a decoy into play.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Actually, if I can lay claim to Setback's incapacitated ability, I could throw down Positive Energy, which will heal everyone, deal damage to everything, and net me a power use...then I can do it again on my turn. With the increased healing and damage from Phosphorescent Chamber, it's more beneficial for everyone.
Mainstay could take one of the instances of damage, but Writhe is a better choice, as it'll redirect some damage to a target of our choice.
OK! Well, then, I'll discard two tokens to redirect the 2 damage heading to Mainstay (which becomes 4 damage when it hits TCF Conqueror), then eat the damage to Writhe, Dr. Medico, and Visionary. On my turn, The Sentinels can play a card.
I think you guys forgot about Swift Bot when calculating damage, though it won't really matter since everything was going to Setback when lowest HP was getting hit. I assume it took 4 from the TCF Conqueror and then healed 2 by Positive Energy.
Unity
HP: 19 Hand: Bee Bot, Champion Bot, Platform Bot, Raptor Bot, Stealth Bot, Brainstorm, Flash Forge, Hasty Augmentation, Powered Shock Wave, Robot Reclamation Play: Swift Bot [4] Trash: Turret Bot, Brainstorm, Powered Shock Wave Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases
Start: Play: Flash Forge - discard Brainstorm, Robot Reclamation, and Powered Shock Wave; search deck for 2 Construction Pylons and a Supply Crate Play: Construction Pylon Power: Construction Pylon - rip up the Pylon to play Stealth Bot and Platform Bot Draw: Modular Workbench and Robot Reclamation End: Platform Bot deals 4 energy damage to TCF Conquerer [1]
HP: Idealist [9]; Dr. Medico [13]; Writhe [14]; Mainstay [12]
Hand: Positive Energy (x2); Horrifying Dichotomy; Dark Delusions; Second Chance; Blackout; Fling Into Darkness; Restorative Burst
In play: Sentinel Tactics
-------------------------------------
Start of hero turn:
Play a card: Positive Energy (again!): All Hero Targets regain 2 HP! (Unity [21]; all bots at full HP; Mainstay [14]; Writhe [14]; Dr Medico [13]; Idealist [11]; Visionary [20]; Expatriette [26]. All Villain targets take net 3 psychic damage: (Conquerer [x]; Voss [84]).
Sentinel Tactics Triggers! Block: The Sentinels have DR 1 for the turn.
Use a power:Telekinetic Jab: Idealist deals net 3 psychic damage to Kraken #1 (1).
Draw a card: Coordinated Assault
End of hero turn: Hippocratic Oath triggers: Visionary [22]; Unity [23]; and Expatriette [28] each regain net 2 hp.
---------------------------------------
HP: Idealist [11]; Dr Medico [13]; Writhe [14]; Mainstay [14]
Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions, Second Chance, Blackout, Fling Into Darkness; Restorative Burst; Coordinated Assault
In play: Sentinel Tactics; Hippocratic Oath, Durasteel Chains, Caliginous Form
Trash: Team Communication (x2), Horrifying Dichotomy; Unique Capabilities (x2); Positive Energy (x2); Dark Delusions
Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.
Whenever Dr. Medico would deal damage, prevent the deamage and instead heal 1 Hero Target that much HP (Hippocratic Oath)
Reduce damage dealt to Mainstay by 1. Increase damage dealt by Mainstay by 1. (Durasteel Chains)
The first time Writhe would be dealt damage each turn, reduce that damage by 2 and redirect it to the Villain target with the highest HP. (Caliginous Form)
The Sentinels have DR 1 until the start of their next turn (DR 2 for Mainstay). (Block)
Additional effects: Until the start of DV's next turn, reduce damage by environment cards by 3.
===
Comments: Got a few offensive one shots and a decoy to play. Will keep Mass Levitation going I think since I don't think speeding Voss' deck turnover with Turmoil is that profitable in comparison since we got the 2nd ship out of the way.
The Sentinels discard Dark Delusions, though, truth be told, I'd almost rather see the Phosphoescent Chamber stay in play. It makes Medico's healing so much more potent and the extra damage really helps us more than it does Voss.
If we didn't have to worry about Voss minions that hit everyone I would be more inclined to agree. Not to mention some these environment cards as even with Mass Levitation some of them can still hurt us a bit
edit: we would also be forced to discard every environment turn which as expat is no good.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Unless there are objections, The Sentinels will play Fling Into Darkness on Setback's turn, which kills Tamar and gives us a free power usage again. We'll use that power usage to heal Stealth Bot back up to 5.
Start: Destroy Supply Crate to draw Scrap Metal and Volatile Parts Play: Construction Pylon Play: Volatile Parts Power: Construction Pylon - rip up the Pylon to play Champion Bot and Raptor Bot Draw: Brainstorm and Volatile Parts End: Platform Bot deals 4 damage to the Psi-Weaver [X]; Raptor Bot deals 7 damage to Voss [65]
I can take 4 and ideally Mainstay should as well since he has a DR of two. I was hoping Setback might survive but it was not so.
Setback should let the Sentinels or me use a power. I've got 5 damage from the shotgun or you've got 3 damage from the Sentinels along with another power use after dealing damage.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Don't know mind me, I'm just the punching bag!
Looks like you have Unity set up to take the ship damage already. Regardless, I'll take my shot.
Dark Visionary will take one.
Mainstay should take part of it since with his DR he'll take two damage.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
So Mainstay for 1, either Viz or Expat for hte other (both have volunteered). I'll edit the damage totals once y'all decide, then it's Setback turn to decide what someone will do
If Viz takes it this turn I'm the target for Voss's bigger hit next round. That will give time for Viz to put Mass Levitation and then a decoy into play.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Actually, if I can lay claim to Setback's incapacitated ability, I could throw down Positive Energy, which will heal everyone, deal damage to everything, and net me a power use...then I can do it again on my turn. With the increased healing and damage from Phosphorescent Chamber, it's more beneficial for everyone.
Mainstay could take one of the instances of damage, but Writhe is a better choice, as it'll redirect some damage to a target of our choice.
I'm fine with that. I forgot you have half your deck in your hand.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Oh wait: can I use my remaining two tokens to redirect the damage after it's been reduced by DR?
Yes, you could do that, You'd still die, but it would take another instance of damage
OK! Well, then, I'll discard two tokens to redirect the 2 damage heading to Mainstay (which becomes 4 damage when it hits TCF Conqueror), then eat the damage to Writhe, Dr. Medico, and Visionary. On my turn, The Sentinels can play a card.
If we're ready for it, here's The Sentinels' card play: Positive Energy.
I think you guys forgot about Swift Bot when calculating damage, though it won't really matter since everything was going to Setback when lowest HP was getting hit. I assume it took 4 from the TCF Conqueror and then healed 2 by Positive Energy.
Unity
HP: 19
Hand: Bee Bot, Champion Bot, Platform Bot, Raptor Bot, Stealth Bot, Brainstorm, Flash Forge, Hasty Augmentation, Powered Shock Wave, Robot Reclamation
Play: Swift Bot [4]
Trash: Turret Bot, Brainstorm, Powered Shock Wave
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases
--------------------------------------------------------------------------------------------
Start:
Play: Flash Forge - discard Brainstorm, Robot Reclamation, and Powered Shock Wave; search deck for 2 Construction Pylons and a Supply Crate
Play: Construction Pylon
Power: Construction Pylon - rip up the Pylon to play Stealth Bot and Platform Bot
Draw: Modular Workbench and Robot Reclamation
End: Platform Bot deals 4 energy damage to TCF Conquerer [1]
--------------------------------------------------------------------------------------------
HP: 19
Hand: Construction Pylon, Modular Workbench, Supply Crate, Bee Bot, Champion Bot, Raptor Bot, Hasty Augmentation, Robot Reclamation
Play: Swift Bot [4], Stealth Bot [5], Platform Bot [3]
Trash: Construction Pylon, Turret Bot, Brainstorm (2), Flash Forge, Powered Shock Wave (2), Robot Reclamation
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases; Stealth can redirect damage and has DR1; Platform deals damage and has DR1
For those keeping score:
HP Status:
Villain
Voss - 87
TCF Conquerer - 1
Environment
Kraken #1 - 4
Kraken #2 - 12
(Phosphorent Chamber in play: +1 Dam; +1 Heal - discard effect)
Heroes
Setback - (incap)
Unity - 19
Swift Bot - 4
Stealth Bot - 5
Platform Bot - 3 (DR 1)
Sentinels
Mainstay - 12
Writhe - 14
Dr Medico - 13
Idealist - 9
Dark Visionary - 18
Expatriette - 24
The Sentinels
HP: Idealist [9]; Dr. Medico [13]; Writhe [14]; Mainstay [12]
Hand: Positive Energy (x2); Horrifying Dichotomy; Dark Delusions; Second Chance; Blackout; Fling Into Darkness; Restorative Burst
In play: Sentinel Tactics
-------------------------------------
Start of hero turn:
Play a card: Positive Energy (again!): All Hero Targets regain 2 HP! (Unity [21]; all bots at full HP; Mainstay [14]; Writhe [14]; Dr Medico [13]; Idealist [11]; Visionary [20]; Expatriette [26]. All Villain targets take net 3 psychic damage: (Conquerer [x]; Voss [84]).
Sentinel Tactics Triggers! Block: The Sentinels have DR 1 for the turn.
Use a power: Telekinetic Jab: Idealist deals net 3 psychic damage to Kraken #1 (1).
Draw a card: Coordinated Assault
End of hero turn: Hippocratic Oath triggers: Visionary [22]; Unity [23]; and Expatriette [28] each regain net 2 hp.
---------------------------------------
HP: Idealist [11]; Dr Medico [13]; Writhe [14]; Mainstay [14]
Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions, Second Chance, Blackout, Fling Into Darkness; Restorative Burst; Coordinated Assault
In play: Sentinel Tactics; Hippocratic Oath, Durasteel Chains, Caliginous Form
Trash: Team Communication (x2), Horrifying Dichotomy; Unique Capabilities (x2); Positive Energy (x2); Dark Delusions
Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.
Whenever Dr. Medico would deal damage, prevent the deamage and instead heal 1 Hero Target that much HP (Hippocratic Oath)
Reduce damage dealt to Mainstay by 1. Increase damage dealt by Mainstay by 1. (Durasteel Chains)
The first time Writhe would be dealt damage each turn, reduce that damage by 2 and redirect it to the Villain target with the highest HP. (Caliginous Form)
The Sentinels have DR 1 until the start of their next turn (DR 2 for Mainstay). (Block)
Should I hit Voss for five, take out a Kraken, or hitting all Krakens and Voss for three?
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Those Krakens are going to annihilate The Sentinels if we don't get them under control. Taking out at least one is a priority.
If Telekinetic Jab goes to the lower kraken instead of the higher, you could hit everything -and- take out a kraken.
Viz is planning on playing mass levitation to minimize environment damage. Not to mention the Bots are the initial target currently
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
DARK VISIONARY
HP: 22
Hand: Mass Levitation, Decoy Projection, Mind Spike
In play: n/a
-------------------------------------
Start of hero turn:
Play a card: Mass Levitation
Use a power: Mass Levitation
Draw a card: Cerebral Hemorrhage
End of hero turn:
---------------------------------------
HP: 22
Hand: Decoy Projection, Mind Spike, Cerebral Hemorrhage
In play: Mass Levitation
Trash: Prophetic Vision (x2), Brain Burn, Mental Divergence
Additional effects: Until the start of DV's next turn, reduce damage by environment cards by 3.
===
Comments: Got a few offensive one shots and a decoy to play. Will keep Mass Levitation going I think since I don't think speeding Voss' deck turnover with Turmoil is that profitable in comparison since we got the 2nd ship out of the way.
Oh, go Sentinels! :)
PlatinumWarlock can you update your turn to hit the other Kraken? That way I can kill one off and still damage everything else.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Editing now...good eye!
Dark Watch Expatriette
HP: 28
Hand: Reload, "Pride", Assault Rifle
--------------------------------------------------------------------------
Start
Play: Assault Rifle
Power: Assault Rifle - deal 3 projectile damage to Voss[81], Kraken 1 [x], and Kraken 2 [9]
Draw: Incendiary Rounds
End
--------------------------------------------------------------------------
HP: 28
Hand: Reload, "Pride", Incendiary Rounds
Play: Tactical Shotgun, "Prejudice", Assault Rifle
Trash: Arsenal Access, Flak Jacket, Speed Loading, Quick Draw, Reload
Effects:
I'll be discarding my second Reload at the start of the environment turn for my part in getting rid of Phosphorent Chamber
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Ruins of Atlantis
In Play: The Kraken (9), Phosphorescent Chamber
Trash: Toxic Seaweed, The Kraken
Start of Turn: I assume everyone is discarding to destroy Phosphorescent Chamber; if not, let me know
Play: Atlantean Font of Power
End of Turn: Kraken deals 5-3-1=1 melee damage to Platform Bot (2), let me know if this is redirecting to Stealth Bot
Play the top Card of the Villain Deck - Gene Bound Ion Lancer (3)
In Turn order, play the top card of each hero deck
Unity discards Bee Bot for Atlantis
The order for the Font of Power card plays is Unity, Sentinels, Visionary, Ex-Patriette, right?
Yes that is the right order but we have to get discards settled from The Sentinels and Viz first
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
The Sentinels discard Dark Delusions, though, truth be told, I'd almost rather see the Phosphoescent Chamber stay in play. It makes Medico's healing so much more potent and the extra damage really helps us more than it does Voss.
If we didn't have to worry about Voss minions that hit everyone I would be more inclined to agree. Not to mention some these environment cards as even with Mass Levitation some of them can still hurt us a bit
edit: we would also be forced to discard every environment turn which as expat is no good.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Fair enough; I'm not too worried, either way.
Dark Visionary discards Mind Spike.
(Sorry about the delay. Work n'at.)
Time for card plays then starting with Unity. Remember that Voss has an Ion Lancer in play if any of the cards that come up deal damage.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Unity plays Inspired Repair.
Draw Modular Workbench.
Play Supply Crate (I know that I could play a bot, but I'd rather have the start-of-turn card draw from Supply Crate).
Draw Scrap Metal.
Heal Platform Bot back up to 3 (I think the rest are full).
Grysqrl I think you got a bit ahead. Currently you should be playing the top card of your deck because of the Atlantean Font of Power
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Inspired Repair was my top card. It lets me draw a card and play a card. Supply Crate lets me draw another card.
I'm sorry that sounded like a full turn. Should've looked up the card first.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Need a top of deck play from The Sentinels and then Dark Viz.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
The Sentinels play...Coordinated Assault!
Mainstay deals Voss net 5 damage (5 - 1 + 1) [76]. Because Mainstay dealt damage, The Sentinels get to use a power!
The Idealist uses Telekinetic Jab to deal net 2 damage to the Ion-Lancer [1].
Need a top of deck play from Dark Viz and then I can play the top card of my deck to finish out the environment turn.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Dark Visionary plays Psychic Maelstrom - 2 psychic damage to Ion Lancer [x], Voss [74], and the Kraken [7].
Reveal Tactical Shotgun which gets discarded, next is RPG Launcher which I'll use to destroy the Kraken and deal 2 Fire damage to Voss [72]
That should be it for the environment turn.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Grand Warlord Voss Advanced - Round 2
Grand Warlord Voss (72) - Conquering Alien Warlord
In Play:
Villain Trash:Gene-Bound Firesworn, Forced Deployment, Gene-Bound Frosthound, Gene-Bound Ion Lancer, TCF Conqueror
Start of Turn:
Play: Gene Bound Psi-Weaver
End of Turn:
Voss deals 4 energy damage to Expatriette (24)
Voss 3-1 fire damage to Platform Bot (1) (let me know if Stealth is taking this)
Voss plays Field Lieutenant Tamar
Psi-Weaver deals 2 damage to all Targets: Expat (22), Unity (21), Visionary (20), Mainstay (14), Writhe (13), Dr Medico (12), The Idealist (10), Swift Bot (4), Stealth Bot (4), Platform Bot (x)
========================
Effects:
-Reduce damage to Voss by 1 for each Minion in play
-Reduce damage to Thorathians and Minions by 1 (Tamar)
==========
Grand Warlord Voss (90) (DR 2)
Gene-Bound Psi-Weaver (3) (DR 1)
Field Lieutenant Tamar (5) (DR 1)
==========
Setback - incapped
Unity - 21
Swift Bot - 4
Stealth Bot - 2
Platform Bot - 2
Mainstay - 14
Writhe - 13
Dr Medico - 12
The Idealist - 10
Dark Visionary - 20
Dark Watch Expatriette - 22
Let me know if any of that damage is getting redirected
It's probably best for Setback to give a The Sentinels a card play again as they have a few different options to take out Tamar.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Stealth Bot will take the initial shot to Platform Bot, so they should both be at 2 HP.
Unless there are objections, The Sentinels will play Fling Into Darkness on Setback's turn, which kills Tamar and gives us a free power usage again. We'll use that power usage to heal Stealth Bot back up to 5.
Sounds good to Stealth Bot.
And sounds good to Setback.
Looks like Unity can go then with a Tamar down and a healed stealth bot
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Unity
HP: 21
Hand: Construction Pylon, Modular Workbench (2), Scrap Metal, Champion Bot, Raptor Bot, Hasty Augmentation, Robot Reclamation
Play: Supply Crate, Swift Bot [4], Stealth Bot [5], Platform Bot [2]
Trash: Construction Pylon, Bee Bot, Turret Bot, Brainstorm (2), Flash Forge, Inspired Repair, Powered Shock Wave (2), Robot Reclamation
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases; Stealth can redirect damage and has DR1; Platform deals damage and has DR1
--------------------------------------------------------------------------------------------
Start: Destroy Supply Crate to draw Scrap Metal and Volatile Parts
Play: Construction Pylon
Play: Volatile Parts
Power: Construction Pylon - rip up the Pylon to play Champion Bot and Raptor Bot
Draw: Brainstorm and Volatile Parts
End: Platform Bot deals 4 damage to the Psi-Weaver [X]; Raptor Bot deals 7 damage to Voss [65]
--------------------------------------------------------------------------------------------
HP: 21
Hand: Modular Workbench (2), Scrap Metal (2), Volatile Parts, Brainstorm, Hasty Augmentation, Robot Reclamation
Play: Volatile Parts, Swift Bot [4], Stealth Bot [5], Platform Bot [2], Champion Bot [8], Raptor Bot [2]
Trash: Construction Pylon (2), Supply Crate, Bee Bot, Turret Bot, Brainstorm (2), Flash Forge, Inspired Repair, Powered Shock Wave (2), Robot Reclamation
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases; Stealth can redirect damage and has DR1; Platform deals damage and has DR1; increase damage by Unity and bots by 1; Raptor deals damage; Unity deals damage when bots die
I'll probably use a Hasty Augmentation next round. Let me know if you have a good use for it.
Pages