Well that was an easy Mint…my first as it happens, as I have seldom played the weekly challenge right as it comes out, since first gaining access to the game in April or thereabouts. I skip a lot of weeks, because I’m slowly “premiering” the expansions for myself in reverse-chrono order, and not playing challenges that include one I haven’t “premiered” yet (although I relaxed that rule for Unity a little while ago, and am close to being done with this rollout anyway, so it’ll only be a couple more weeks when this might happen). And I habitually make decisions impulsively, then rewind when I screw up, so on the few weeklies that I have done, I usually get Near Mint. This nearly happened today, as I accidentally discarded my Synaptic Interruption on the very first hero turn (I hate how “discard” and “play” are the same physical action and only separated by game state). But I decided to press on despite this and a few other errors, destroying the Big Bomb the hard way, and otherwise having a fairly typical Omnitron game.
AZ would have definitely picked a different Module to Install Onboard if I’d realized this game was going to be nothing but exploding coolant vats. And since I’m kinda still learning how to play Harpy after all this time, I had a lot of miscalculations with Uncontrollable Flock that resulted in doing more damage to my own team than to Omnitron and the one Drone he ever had at once (especially a problem when I hit Commodora for nemesis damage). One Sedative Flechettes would probably have kayoed my entire team except for Haka, whose Ta Moko was invaluable; fortunately, my sloppiness was only mildly punished with a TechSing, which nearly took out AZ and screwed up Commodora’s effort at double-Figureheading for 4 damage a turn minimum. Other than that, the robot wasted a Terraforming on some just-exploded Vats, and played a lot of Components without ever once firing them, so the whole game was kind of a cakewalk apart from the hazardous environment, which I was careless with but still managed to survive. Really helps reinforce how Omnitron is usually not that dangerous in his vanilla mode (or even with Advanced or Challenge versions; only the promo version really makes him a serious threat most of the time).
In other news, after this weekly, I decided to go back and play the very first one (I did it and a few others earlier this year, but a phone malfunction wiped out my achievement history as I’ve mentioned before, so now I’m doing them all in order, without skipping a bunch due to the rollout listed above). I read the thread for that one, and would happily have necroed it if not for the moderators’ policy on doing so; instead, I have to mention my observation here.
Something nobody seems to have talked about before is that Weekly Challenge #1 is a great illustration of how multiple redirection effects can interact. After three failures of Super-Science Tachy trying to give more punching to Young Legacy, so that we could score a quick victory against Blade, SST finally gave Pauline a Lead From The Front, and meanwhile one of the first things that Wraith did was play Smoke Bombs to deal with the Mad Bomber’s global damage. So when Blade popped out a Backlash Field, some interesting things started to happen.
Young Legacy would hit him, and he’d try to retaliate, but Felecia was the lowest HP, so Smoke Bombs would redirect to Wraith, who was the highest HP. Wraith would then drop below Bunker’s HP, Combat Stance Blade for more damage, and trigger Backlash Field again; Legacy would volunteer to take that hit with Lead From The Front, and then the Smoke Bombs would direct it onto Bunker instead, where his Heavy Plating would mostly negate it. Thanks to shenanigans like this, I didn’t even bother removing the Backlash Field until shortly before the kill.
Definitely a fine illustration of the power of the Freedom Four’s teamwork (it would have pretty much worked the same way with the standard versions of the characters, though Young Legacy definitely got more mileage out of the Nemesis rule than her dad usually can).