FrozenStorm (Blue) vs Rubber Woden (Black)

Discussion in 'Codex: Play by Post' started by Frozenstorm, Apr 25, 2016.

  1. frozenstorm

    frozenstorm Active Member

    Welcome to the forums @Rubber Woden, GL HF!

    Turn1 Player1 (Mono-Blue)

    Initial Hand (open)

    Traffic Director
    Arrest
    Manufactured Truth
    Spectral Aven
    Jail


    Events of Turn:
    1. Upkeep:
      1. :ps$: Get Gold (4)
    2. Main:
      1. Worker up (3)
        Workers (open)
        Spectral Aven
      2. Build a Jail (0)
    3. :pspurpleshield: Patrol as below
    4. Discard 3, Draw 5
    5. Tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 20
      • Jail HP: 3
    • In Patrol:
      • :psblueshield: Squad Leader:
      • :psfist: Elite:
      • :pspig: Scavenger:
      • :exhaust: Technician:
      • :target: Lookout:
    • In Play:
      • nothing
    Economy Info:
    • Cards:
      • Hand: 5
      • Disc: 3 (5 later)
      • Deck: 0
    • Gold:
      • Gold: 0
      • Workers: 5


    End of Turn Hand (open)

    Bluecoat Musketeer
    Reputable Newsman
    Porkhand
    Building Inspector
    Lawful Search


    My thoughts (open)

    Jail feels like a great way to deal with Imp and Hooded Executioner and all the nasty effects black units get from arriving. I'm not totally sure if it is worth it, but my alternatives are Aven + float 1 or Traffic Cop + Hero. I'm not really thrilled with any of those choices, especially not Aven. Black has so much targeting that I don't really feel like I will effectively use Illusions in this matchup. I will probably be looking to Peace or Law for Tech 2. Maybe I'll do the Drill Sergeant thing.

    Well I landed on playing Jail, hoping it will provide long-term value, which I don't really feel like I'd get out of Traffic Cop, and this way I can delay my hero choice to see what he tries to do. Probably will tech in Scribe or Cadet or both, maybe a spell.
     
    Last edited by a moderator: Apr 26, 2016
  2. Rubber Woden

    Rubber Woden Member

    Ok. Was a bit confused on your format for a second. It wasn't clear as you show your gold total after each play instead of how much the play costed. Wouldn't "Jail" be in play in your board info? Healthy start! Let's see if I can rot away your stuff.


    1. :ps$:Get Gold (5)
    2. Hire Worker [-1G]
    3. Build Graveyard [-2G]
    4. Summon Garth Torken [-2G]
    5. Play Pestering Haunt [-0G]
    6. Pestering Haunt goes to Jail
    7. :pspurpleshield: Patrol as below
    8. Discard 2 Draw 4
    9. Tech two cards from codex after your turn
    My Board Info:
    • :heart: Base HP: 20
    • Hand: 4
    • Disc: 2 ( +2 later)
    • Deck: 1
    • Gold: 0
    • Workers: 6
    • In Patrol:
      • :psblueshield: SQL:
      • :psfist: Elite:
      • :pspig: SCV:
      • :exhaust: TechN:
      • :target: Looky:
    • In Play: Graveyard and Garth

    Frozen storm  board.PNG

    Hand/Thoughts (open)
    Well that jail will be bothersome a little, but at least necromancy gets a bunch from other places besides my hand.
    Frozen Strom hand.PNG
     
  3. frozenstorm

    frozenstorm Active Member

    Jail is "in play" under "buildings", but on second thought it is confusing to have it there instead of in play, I will change it. I do indeed count my gold down, apologies about the confusion!

    Turn2 Player1 (Mono-Blue)

    Initial Hand (open)

    Bluecoat Musketeer
    Reputable Newsman
    Porkhand
    Building Inspector
    Lawful Search


    Events of Turn:
    1. Upkeep:
      1. Tech two cards in
        Teched In (open)
        Scribe x2
      2. :ps$: Get Gold (+5g, 5 remaining)
    2. Main:
      1. Worker up (-1g, 4 remaining)
        Workers (open)
        Musketeer, Spectral Aven
      2. Summon a Reputable Newsman, who reports a moratorium has bene placed by the Flagstone Magistrate on spells and upgrades costing 2 gold (-2, 2 remaining)
      3. Summon a Building Inspector, who must be paid a 1g fee for safety checks on any new construction projects (-1g, 1 remaining)
      4. Construct a Tech 1 building (-1g, 0 remaining)
    3. :pspurpleshield: Patrol as below
    4. Discard 2, reshuffle, Draw 4
    5. Tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 20
      • :ps1gem: Tech1 HP: 5
    • In Patrol:
      • :psblueshield: Squad Leader: Newsman (0/3+1Armor, preventing any spells or abilities that cost 2 gold)
      • :psfist: Elite:
      • :pspig: Scavenger:
      • :exhaust: Technician:
      • :target: Lookout: Building Inspector (1/1 resist 1)
    • In Play:
      • Jail HP: 3, Holding Pestering Haunt for being a public nuisance
    Economy Info:
    • Cards:
      • Hand: 5
      • Disc: 0 (2 later)
      • Deck: 3
    • Gold:
      • Gold: 0
      • Workers: 6


    End of Turn Hand (open)

    Scribe
    Manufactured Truth
    Porkhand
    Lawful Search


    My thoughts (open)

    Garth comes out, probably to generate units that circumvent the prisons. We have answers to that though ;) Decide to go defensive and get some early cycling, Scribes come in to block up. We're looking at moving forward with stall to Drill Sergeants + Garrison at the moment, Cadets and Tax Collectors will come next probably, maybe Elite Training to deal with skeletons if he goes that way.

    Newsman can block Sac the Weak, Skeletal Archery, and Lich's Bargain being on 2, I think those are good things to prevent over something like Doom Grasp (already expensive and won't happen next turn) or Summon Skeletons (Oni can come in for Sparkshot to deal with that if it becomes an issue). Sickness and Soul Stone will also be blocked if I can keep the Newsman alive, and I think I'll be able to. He's going to struggle to get threat on the board with the jail as it is!

    He also blocks for the Building Inspector nicely, and we patrol in lookout in case of deteriorate. Name of the game is starve him for resources, while I will bask in mine.

    Next turn Scribe + Worker + Oni or Bigby most likely, might depend on what I draw with Scribe whether I want a stash or not!
     
    Last edited by a moderator: Apr 26, 2016
  4. Rubber Woden

    Rubber Woden Member

    Well, glad to see somebody else has a sense of humor when playing games. :cool: How you count your gold is fine, it just took me a second to figure out how you were doing it. Now that I know, no need to change it.
    1. :ps$:Get Gold (6)
    2. Hire Worker [-1G]
    3. Garth parties on to cast Sacrifice the Weak [-2 g] (Goodbye "Reputable" Newsman)(Nothing more metal than death)
    4. Plays Skeletal Archery [-2 g] because skeletons have keen eyesight
    5. Garth summons Skeleton
    6. Garth attacks Building Inspector (because inspectors are always a-holes)
    7. :pspurpleshield: Patrol as below
    8. Discard 1 Draw 3
    9. Tech two cards from codex after your turn
    My Board Info:
    • :heart: Base HP: 20
    • Hand: 3
    • Disc: 0 ( +2 later)
    • Deck: 4
    • Gold: 0
    • Workers: 7
    • In Patrol:
      • :psblueshield: SQL:
      • :psfist: Elite:
      • :pspig: SCV:
      • :exhaust: TechN: Skeleton (Sir McSkelly)
      • :target: Looky:
    • In Play: Graveyard, Skeletal Archery, and Garth (with one damage)
    Frozen storm  board.PNG

    Hand&Thoughts (open)
    I feel as though the skeletons are about to fly out of the tomb soon, like a necromantic pied piper.
    Frozen Strom hand.PNG
     
  5. frozenstorm

    frozenstorm Active Member

    @Rubber Woden another user showed me the ropes on how to really get into the flavor of Blue ;)

    Speaking of which, the Magistrate would like to remind you that A MORATORIUM HAS BEEN PLACED ON SPELLS AND UPGRADES COSTING 2 GOLD.

    As such, you'll need to edit your turn to avoid casting Sacrifice the Weak AND Skeletal Archery (unless you can get rid of Newsman without using Sac the Weak, which I don't think it's possible for the black starter to do). Both were not legal moves #BlueThings :D Add another post to the thread when you get a chance to finalize your new turn, so I'll be notified!
     
  6. Rubber Woden

    Rubber Woden Member

    Well the changes are erase the Weak and Skeletal archery.
    play Poisoblade Rogue which replaces Huant
    play skeletal javelineer which replaces Rogue in jail
    which leaves me with 1 gold
    Now please proceed. Sorry
     
  7. Rubber Woden

    Rubber Woden Member

    oh and rogue in scavenger patrol
     
  8. frozenstorm

    frozenstorm Active Member

    Not a problem and no need to apologize, I did tons of illegal things my first couple games here :)

    Although next time it'll probably be easier if you use the "edit" button on the bottom of your post. That way it's all in one cohesive thing that we can both look back on and see :)

    One other tip, it's helpful to me if you keep your hand and your discard pile in separate spoiler tags, as I'm going to be using lawful search to spy on them occasionally. I don't want to read your whole mind ;)

    Turn3 Player1 (Mono-Blue)

    Initial Hand (open)

    Scribe
    Manufactured Truth
    Porkhand
    Lawful Search
    Arrest -> drawn from Scribe


    Events of Turn:
    1. Upkeep:
      1. Tech two cards in
        Teched In (open)
        Cadet x 2
      2. :ps$: Get Gold (+6g)
    2. Main:
      1. Worker up (5 remaining)
        Workers (open)
        Porkhand, Musketeer, Spectral Aven
      2. Summon a scribe, who obediently takes dictations from the Magistrate on incoming activities, and draw a card (3)
      3. Summon :codexonimaru: General Onimaru, who will ensure Peace is kept amongst the Blackhand Scourge through the use of force if necessary (1)
    3. :pspurpleshield: Patrol as below
    4. Discard 3, Draw 2, reshuffle, Draw 3
    5. Float 1g, Tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 20
      • :ps1gem: Tech1 HP: 5
    • In Patrol:
      • :psblueshield: Squad Leader: Scribe (1/3+1Armor)
      • :psfist: Elite:
      • :pspig: Scavenger: Building Inspector (1/1, ensuring your first building each turn costs 1 extra)
      • :exhaust: Technician:
      • :target: Lookout:
    • In Play:
      • Newsman (0/3, preventing any spells or upgrades that cost 2 gold)
      • :codexonimaru: General Onimaru (2/3 lvl 1)
      • Jail HP: 3, Holding Skeletal Javelineer for operating projectile weaponry without a license
    Economy Info:
    • Cards:
      • Hand: 5
      • Disc: 0 (2 later)
      • Deck: 2
    • Gold:
      • Gold: 1
      • Workers: 7


    End of Turn Hand (open)

    Scribe
    Traffic Cop
    Cadet
    Arrest
    Lawful Search


    My thoughts (open)

    Perfect, jail is making him mow through cards, he can't get rid of my guys easily since Newsman is around, I'm in great shape. Going forward with the Sergeant plan, teching in Cadets.

    I bring out Oni because the biggest threat to me right now I think is Garth maxband for death rites, Orpal death and decay, or skeleton masses. I need some form of effective combat to deal with that, Oni and his soldiers will be what I prep in case he starts down that path. As long as I can protect Newsman though, he can't Lich's Bargain, can't sickness to set up spreading plague, can't sac the weak, and can't get long-range skeletons. He's behind on Tech 1 and can't get units in easily even if he builds it. I'm getting a stronger and stronger board presence together all the time. I think he's going to struggle with this plan.

    Next turn likely will be Scribe + Lawful Search + Tech 2 + Cadets, worker the manufactured truth? Or the Traffic Cop, though he'll be nice to have for getting +1 runes. Although, if I go for a Tech lab in Truth, I can get Macciatus out and then be able to buff up illusions. That would be pretty awesome, we may have to try that!
     
  9. Rubber Woden

    Rubber Woden Member

    LOL OMG I just figured out poisonblade's ability and correct me if i am wrong. -1/-1 runes isn't considered damage, so leveling a hero won't erase it correct?

    Events of Turn:
    1. Upkeep:
      1. Tech two cards in
        Teched cards (open)
        Frozen teched in.PNG
      2. :ps$: Get Gold (7+1)
    1. Main:
      1. Worker [-1 g]
        worker (open)
        Thieving Imp
      2. Garth summons a skeleton [-1 g]
      3. Build Tech 1 building [-2 g]
      4. Build Heroes' Hall [-2 g]
      5. Pestering Haunt hits Reputable Newsman for 1 damage
    2. :pspurpleshield:Patrol as below
    3. Discard 2, Draw 3, RS, Draw 1
    4. Tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 20
      • Tech I HP: 5
      • Heroes' Hall HP: 4
      • Graveyard HP: 3
    • In Patrol:
      • :psblueshield: Squad Leader: Poisonblade Rogue
      • :psfist: Elite:
      • :pspig: Scavenger: Skeleton
      • :exhaust: Technician: Skeleton
      • :target: Lookout:
    • In Play: Pestering Haunt & Garth
    Economy Info:
    • Cards:
      • Hand: 4
      • Disc: 0
      • Deck: 3
    • Gold:
      • Gold: 2
      • Workers: 8
    Frozen storm  board.PNG

    Hand (open)
    Frozen Strom hand.PNG


    Thoughts (open)
    This next turn should be fun


    Public C&P Format (open)

    Events of Turn:
    1. Upkeep:
      1. Tech two cards in
      2. :ps$: Get Gold ()
    1. Main:
      1. Worker [-1 g]
    2. :pspurpleshield:Patrol as below
    3. Discard , Draw
    4. Tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP:
    • In Patrol:
      • :psblueshield: Squad Leader:
      • :psfist: Elite:
      • :pspig: Scavenger:
      • :exhaust: Technician:
      • :target: Lookout:
    • In Play:
    Economy Info:
    • Cards:
      • Hand:
      • Disc:
      • Deck:
    • Gold:
      • Gold:
      • Workers:
     
    Last edited: Apr 27, 2016
  10. frozenstorm

    frozenstorm Active Member

    You are indeed correct, one of the many great things about playing as black (and awful things about playing against it lol)

    Just as an FYI, your Tech 1 building should have costed 2 gold, per Building Inspector, and as such you should have 2 gold remaining, and I will need the contents of your discard pile on turns in which it is not empty ;)

    Turn4 Player1 (Mono-Blue)

    Initial Hand (open)

    Scribe
    Traffic Cop
    Cadet
    Arrest
    Lawful Search
    Cadet -> from Search
    Manufactured Truth -> from Scribe


    Events of Turn:
    1. Upkeep:
      1. Tech two cards in
        Teched In (open)
        Boot Camp, Tax Collector
      2. :ps$: Get Gold (1float +7g)
    2. Main:
      1. The General arrests the Poisonblade Rogue on charges of conspiracy to cause harm to a military officer, she is sentenced to sit out patrolling this turn and next, as well as attacking next turn. (6 gold remaining)
      2. The Scribe and Building Inspector, thirsting for action that will bring Peace to Flagstone, see the two death-defying skeletons on patrol and eliminate both for good of the realm, you gain 1g and draw 1 card, Inspector dies, Scribe takes 1 damage.
      3. :codexonimaru: Onimaru, outraged at Garth's plots to raise an undead army, gains the frenzy (+1atk) of peace-keeping and eliminates the vile sorcerer's threat to amass further abominations of war by disposing of him with a decisive sword strike, ensuring no war will come tomorrow. Onimaru gains 2 levels and takes 1 damage.
      4. The general suspects terrorist activities amoungst the necromancer's kin, orders a Lawful Search of his hand (I peek at your spoiler, thanks for the separate one, I'm not sure if I get to see what your technician drawn card was though. I'm asking in the rulings thread). The general draws a card and thanks the scourge for their cooperation (5g remaining)
      5. Summon a scribe, who details the knowledge the general has gained in the Flagstone peacekeeping archives, draws another card (3)
      6. Worker up (2 remaining)
        Workers (open)
        Manufactured Truth, Porkhand, Musketeer, Spectral Aven
      7. Summon two Overeager Cadets, who report immediately to the General for orders (2)
      8. Not wanting to wear any signs of injury or weakness to his new peacekeepers, the general pays for two levels and midbands, healing off the damage he sustained in battle (0)
    3. :pspurpleshield: Patrol as below
    4. Discard 1, reshuffle, Draw 3
    5. Tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 20
      • :ps1gem: Tech1 HP: 5
    • In Patrol:
      • :psblueshield: Squad Leader: Scribe (1/3+1Armor)
      • :psfist: Elite:
      • :pspig: Scavenger: Newsman (0/2 from 1 damage, preventing any spells or upgrades that cost 2 gold)
      • :exhaust: Technician:
      • :target: Lookout:
    • In Play:
      • Overeager Cadet (2/2)
      • Overeager Cadet (2/2)
      • Scribe (1/2 from 1 damage)
      • :codexonimaru: General Onimaru (3/4, lvl 5)
      • Jail HP: 3, Holding Skeletal Javelineer for operating projectile weaponry without a license
    Economy Info:
    • Cards:
      • Hand: 3
      • Disc: 0 (2 later)
      • Deck: 3
    • Gold:
      • Gold: 0
      • Workers: 8


    End of Turn Hand (open)

    Building Inspector
    Traffic Director
    Lawful Search


    My thoughts (open)

    Down on cards so he floats gold, though he didn't have much choice having skipped tech 1. Still, this works out just fine for me :)

    While I go down on cards to pull this off, I'm establishing massive dominance over the board. He will be able to kill the Newsman with Deteriorate + Haunt, but that isn't the worst thing. I could put Newsman in Elite but he'd just revive the haunt with graveyard anyway.

    I thought about building a Hero's Hall instead of midbanding Oni, but I have no need nor desire to bring in Bigby or Quince at the moment. He's on the back foot enough that I should have no problems breaching and destroying buildings next turn, I can maxband Oni for more units and build my own Tech 2 with no trouble, planning to tech in the two Drill Sergeants next turn!

     
  11. Rubber Woden

    Rubber Woden Member

    I'm sure you get to, since effects are immediate. I will draw it in a few minutes and reply what it is.

    Sent from my LGMS631 using Tapatalk
     
  12. Rubber Woden

    Rubber Woden Member

    A second Bone Collector
     
  13. Rubber Woden

    Rubber Woden Member

    More and more I play the more I love this game. Wish this game was out when i was a kid. back then our choices were MtG, Pokemon, and Yugioh. Going to promote the crap out of this game at the local store.

    Events of Turn:
    1. Upkeep:
      1. Tech two cards in
        Necromancer & Skeleton Lord (open)
      2. :ps$: Get Gold (Float 3+8) There was only one inspector out, so not sure why you said "per inspector"
    1. Main:
      1. Worker [-1 g]
        worker (open)
        skeletal Archery
      2. Play Bone Collector [-2 g]
      3. Play 2nd Bone Collector [-2 g]
      4. Summon Orpal Gloor [-2 g]
      5. Orpal Summons Skeletons [-3 g]
      6. The casts Deteriorate on that a-hole of a Newsman give him -1/-1 [-0 g]
      7. Pestering Haunt being unstoppable kills Newsman
    2. :pspurpleshield:Patrol as below
    3. Discard 0, Draw 2
    4. Tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 20
      • Tech I: 5
      • Graveyard: 3
    • In Patrol:
      • :psblueshield: Squad Leader: Gloor
      • :psfist: Elite: Skeleton
      • :pspig: Scavenger: Bone Collector
      • :exhaust: Technician: Bone Collector
      • :target: Lookout: Skeleton
    • In Play: Poisonblade Rogue & Pestering Haunt
    Economy Info:
    • Cards:
      • Hand: 2
      • Disc: 4
        discard (open)
        Summon Skeletons, Deteriorate, Necromancer, SkeletonLord
      • Deck: 0
    • Gold:
      • Gold: 1
      • Workers: 9
    Frozen storm  board.PNG
    Hand (open)
    Frozen Strom hand.PNG


    C&P (open)

    Events of Turn:
    1. Upkeep:
      1. Tech two cards in
      2. :ps$: Get Gold ()
    1. Main:
      1. Worker [-1 g]
    2. :pspurpleshield:Patrol as below
    3. Discard , Draw
    4. Tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP:
    • In Patrol:
      • :psblueshield: Squad Leader:
      • :psfist: Elite:
      • :pspig: Scavenger:
      • :exhaust: Technician:
      • :target: Lookout:
    • In Play:
    Economy Info:
    • Cards:
      • Hand:
      • Disc:
      • Deck:
    • Gold:
      • Gold:
      • Workers:
     
  14. frozenstorm

    frozenstorm Active Member

    I meant "per the rules of inspector". So you're spot on with your gold, 2g float + 1 from scavenger.

    100% agree that I wish this had been around when I was playing MtG and Pokemon as a middle school kid, I'm near completion on my print and play and excited to show it around to friends!

    Not that you solicited advice or anything, but I anticipate that looking back on this game, you will conclude that patrolling Orpal in SQL here was not a good choice. Giving free levels to an opposing hero can be very bad.

    Also, you should have 1 gold left over from that turn, deteriorate doesn't cost any gold and my Newsman was in Scavenger, which doesn't grant him any resist.

    Turn5 Player1 (Mono-Blue)

    Initial Hand (open)

    Building Inspector
    Traffic Director
    Lawful Search


    Events of Turn:
    1. Upkeep:
      1. Tech two cards in
        Teched In (open)
        Drill Sergeant x2
      2. :ps$: Get Gold (8+1Scavenger)
    2. Main:
      1. Worker Up (8)
        Workers (open)
        Traffic Cop, Manufactured Truth, Porkhand, Musketeer, Spectral Aven
      2. Sensing a new threat to peace, the general orders another lawful search, this time of the coming disease. I peak at your discard and draw a card (7)
      3. The general orders construction of Tech 2, calling for the aid of further Peace keepers (3)
      4. A tax collector of the Magistrate comes by, sees that the scourge has not been properly filled out their W-4 forms, steals 1 gold (-2g +1 stolen, 2g remaining)
      5. Eager to please their new General, the Cadets both attempt to accost the Disease carrier Orpal. Both receive -1/-1, Orpal dies, General Onimaru jumps to level 7.
      6. General Onimaru suspects the scavenger Bone collector of further conspiracy to raise the dead, keeps the peace by eliminating him, you gain a gold and Oni takes 3 damage
      7. Level Oni to Max, summoning 3 more peacekeeping 1/1 soldiers with Sparkshot (1)
      8. Both scribes, fearing the undead skeletons, kill the Elite and Lookout, the damaged scribe dies to the Elite, the other takes 1 damage.
      9. Another building inspector drops in, anticipating the scourge to need signatures on documents showing their tech factories are up to code (0)
    3. :pspurpleshield: Patrol as below
    4. Discard 0, Draw 2
    5. Tech 2 cards from codex after your turn
    Board Info:
    • Buildings:
      • :heart: Base HP: 20
      • :ps1gem: Tech1 HP: 5
      • :ps2gem: Tech2 HP: 5 (Spec: Peace)
    • In Patrol:
      • :psblueshield: Squad Leader: Tax Collector (2/3+1A)
      • :psfist: Elite:
      • :pspig: Scavenger: Soldier (1/1 Sparkshot)
      • :exhaust: Technician: Soldier (1/1 Sparkshot)
      • :target: Lookout:
    • In Play:
      • Soldier (1/1 Sparkshot)
      • Overeager Cadet (1/1 from -1/-1 rune)
      • Overeager Cadet (1/1 from -1/-1 rune)
      • Building Inspector (1/1, your first building costs 1g extra)
      • Scribe (1/2 from 1 damage)
      • :codexonimaru: General Onimaru (4/5, lvl 8)
      • Jail HP: 3, Holding Skeletal Javelineer for operating projectile weaponry without a license
    Economy Info:
    • Cards:
      • Hand: 2
      • Disc: 5 (7 later)
      • Deck: 0
    • Gold:
      • Gold: 0
      • Workers: 9


    End of Turn Hand (open)

    Boot Camp
    Arrest


    My thoughts (open)

    Wow, he goes down even more on cards, and doesn't build his tech 2? So odd. I have plenty of board to clear out what he threw down...

    Time for the Sergeant plan to spring into action, tech them in, build tech 2 this turn behind my massive army.

    Why on earth did he squad lead Orpal? I'm fine with my Cadets losing some attack power to get that free kill! And a skeleton in elite gets my Scribe killed, which is also just fine for Sergeants XD.

    Interesting that teched in Necromancer and Skeletal Lord, I would have gone heavier spells seeing as it's going to be tough to keep a tech 2 up with his mounting board disadvantage.

    Next turn probably tech in Garrison and like Air Hammer or Spy? That should seal it I think.
     
  15. frozenstorm

    frozenstorm Active Member

    You'll need to rework your turn a bit, when Haunt comes in from Graveyard, he comes straight into play. Jail only interacts with things coming from your hand. Probably better to use the Graveyard to bring the Bone Collector back, I think I can breach and kill the Tech 2 if you don't.

    Also, Tech 2 only costs 4 gold, not 5, so you could make a worker if you wanted to :)

    I'll wait to see how you resolve your new patrol, but be aware my laptop with my deck / discard state completely died on me. I think I know what's in my deck and discard and can get back online soon. Sorry for the delay it'll cause!
     
    Last edited by a moderator: Apr 28, 2016
  16. Rubber Woden

    Rubber Woden Member

    The delay is fine. I have backups for my back ups for my backups.... lol. Technically have 7 computers (not all windows) in my room. Other computers do automated things to make me some play money. I will rework my turn. glad I started saving my game in different save locations.
     
  17. Rubber Woden

    Rubber Woden Member

    Events of Turn:
    1. Upkeep:
      1. Tech two cards in
        tech in (open)
        Necromancer & skeletal lord
      2. :ps$: Get Gold (9+1f+1s)
    1. Main:
      1. Bring out Vandy [-2 g]
      2. Vandy casts Dark Pact with her own base [-0 g](2 damage to my base]
      3. Pestering Haunt attacks the Ispector
      4. Build Tech II [-4 g]
      5. Graveyard ability to bring Bone Collector into play.
      6. First Bone Collector attacks scanvenger soldier. You get a gold and I get a skeleton.
      7. Vandy casts Shadow Blade killing your technician soldier. You discard a card at random. You draw a card.
      8. doesn't want Worker
    2. :pspurpleshield:Patrol as below
    3. Discard 2, Draw 4
    4. Tech 2 cards from codex after your turn
    Board Info:
    • Buildings HP:
      • :heart: Base : 18
      • Tech I: 5
      • Tech II: 5
      • Heroes' Hall: 4
    • In Patrol:
      • :psblueshield: Squad Leader: Poisonblade Rogue
      • :psfist: Elite:
      • :pspig: Scavenger: Skeleton
      • :exhaust: Technician:
      • :target: Lookout: Bone Collector
    • In Play: Vandy, Bone collector w/ 2 D
    Economy Info:
    • Cards:
      • Hand: 4
      • Disc: 4
      • Deck: 0
    • Gold:
      • Gold: 0
      • Workers: 9
    Frozen storm  board.PNG
    Discard (open)
    Frozen discard.PNG

    Hand (open)
    Frozen Strom hand.PNG

    Thoughts (open)
    I am really starting to like necromancy
     
    Last edited: Apr 29, 2016
  18. frozenstorm

    frozenstorm Active Member

    Man I hate being a narc over and over, but I think in this rework you neglected my Tax Collector in Squad Lead. Also, the haunt should be dead if it is attacking the inspector, no?
     
  19. Rubber Woden

    Rubber Woden Member

    I hate being a tard.. Yes true. So the change is haunt is gone and Bone #1 has 2 damage. Sorry I have a hard time with this PbP style. Never done well with doing it, but I must play Codex! It's my newest obsession.
     
  20. frozenstorm

    frozenstorm Active Member

    Haha don't be hard on yourself, its a lot to keep track of without the printed cards in front of you, especially when the interactions between cards can be pretty nuanced. So you still Dark Pact the Soldier? or the Tax man? I'll assume Tax man since he's the bigger body, if that's wrong let me know and I'll rework my turn (or if you deteriorated and killed both).

    I'm a software engineer and luckily do keep backups and have spare machines, however I'm dreadful at remembering to save my Codex games while they're in flight; I only do about every second or third turn. I think I have a turn 3 end save out on google drive, but it's all good. I've worked out what's in my draw / discard, just going to use random.org to draw cards out of the deck and discard at random for the rest of the game (has the added benefit that I can play from my phone then too).


    Turn6 Player1 (Mono-Blue)

    Initial Hand (open)

    Boot Camp -> discarded from dark pact, crap!
    Arrest


    Events of Turn:
    1. Upkeep:
      1. Tech two cards in
        Teched In (open)
        Flagstone Garrison, Liberty Griffin

      2. :ps$: Get Gold (9+1Scavenger)
    2. Main:
      1. The Honorable Judge Bigby Hayes arrives to preside over the trials of those held in the flagstore prison. (8)
      2. With an unexpected budget surplus, the magistrate orders construction of a tech 3 building (3)
      3. Additionally, the magistrate concludes that the Blackhand Scourge has been fed false truths. Orders for a Tech Lab come in, specced for Truth (2)
      4. Bigby arrests the Scavenger skeleton. (0)
      5. 2 Soldiers take out the Rogue, everyone dies
      6. Scribe and both Cadets take the Lookout collector, everyone dies
      7. Last soldier takes out the other collector, both die, the graveyard topples over due to overcrowding, all 5 cards to discard.
      8. Oni kills Vandy, takes 2 damage, Bigby Midbands
    3. :pspurpleshield: Patrol as below
    4. Discard 0, reshuffle, Draw 2
    5. Float 1g, tech 2 cards next turn

    Board Info:
    • Buildings:
      • :heart: Base HP: 20
      • :ps1gem: Tech1 HP: 5
      • :ps2gem: Tech2 HP: 5 (Spec: Peace)
      • :ps3gem: Tech3 HP: 5
      • :techlab: Tech Lab HP: 4 (Spec: Truth)
    • In Patrol:
      • :psblueshield: Squad Leader: :codexbigby: His Honor Bigby Hayes (2/4+1A, lvl 3)
      • :psfist: Elite:
      • :pspig: Scavenger:
      • :exhaust: Technician: :codexonimaru: General Onimaru (4/3 from 2 damage, lvl 8)
      • :target: Lookout:
    • In Play:
      • Jail HP: 3, Holding Skeletal Javelineer for operating projectile weaponry without a license
    Economy Info:
    • Cards:
      • Hand: 2
      • Disc: 5 (7 later)
      • Deck: 0
    • Gold:
      • Gold: 0
      • Workers: 10


    End of Turn Hand (open)

    Drill Sergeant
    Tax Collector


    Deck and Discard so I can track by forum only (open)

    Computer crashed with my deck info, going to draw from here with random.org

    Deck (not in order, I random one to be "the top" each time then reduce the random range by 1:
    Drill Sergeant
    Lawful Search
    Scribe
    Newsman
    Building Inspector
    Boot Camp
    Flagstone Garrison
    Liberty Griffin
    Arrest
    Cadet
    Cadet
    Scribe


    Discard:




    My thoughts (open)

    Down on workers too, I'm really putting good pressure I guess :)

    Decided to tech in a liberty griffin, to have a pocket building kill, and the garrison, to help with this card deficit.

    Speaking of which, I'm hoping that I haven't mortgaged my future too badly by digging this card hole. I had figured on keeping things on the board a little longer, but when you get wonderful opportunities like this to smack down a graveyard, tough to pass them up. Feels silly arresting the Skeleton of all things, but I need the rogue and bone collectors dead to pull off the move.

    Plenty of gold lying around, so tech 3 and lab come out, make him think Griffins are coming at any point and hey, tech 3 rebuilds itself for free, now I'm there :) Arguably surplus would be better, but I'm hoping between the jail and my two heroes (soon to be 3!), I can hold out until I get my garrison down.

    Feeling pretty good, let's see how it plays!
     
  21. Rubber Woden

    Rubber Woden Member

    Ok I gave this whole PbP a decent attempt. I get too confused between the turns. Just not my thing. Sorry for your time.
     
  22. frozenstorm

    frozenstorm Active Member

    No worries man, thanks for playing!
     
    Rubber Woden likes this.

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